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What innovations and adaptations 
have ensured the long-term survival 
of the platform game genre? 

 
 
 

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Author:  
Stephen Borland 
Title of Thesis:  
What innovations and adaptations have ensured the long-term survival of the platform game 
genre? 
Course Title:  
Game Design BA 
Year of Graduation:  
2019 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

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Acknowledgements  
 
 
 
 
 
 
 
 
 
 
 
 
 
A thanks to supervisor Florian Stephens and tutor Christopher Lowthorpe for advice and 
guidance, class members and friends for answering survey, and to Andy Borland for proof reading 
work. 
 
I declare this is all my own work and the sources used have been referenced according to Harvard 
standards. 
 
 
 
 
 
 
 
 
 
 
 
 

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Abstract 
 
 
 
An exploration into the innovations and adaptations that have evolved the conventions of the platform 
games genre; from the game mechanics, graphical adaptations, hardware technology, and marketing 
strategies.  
Starting in the 80s, arcade machines whose coin-op selling method led to homing Donkey Kong 
(Nintendo, 1981) with their single-screen platformer gameplay. First-party exclusives such as Super 
Mario Bros. (Nintendo, 1985) whose combination of mechanics from previous platformer-like games 
modernised the conventions of platformers. 
Moving into the 90s, 3D Graphic capable consoles such as Nintendo 64 whose 64-bit processor hardware 
enabled Super Mario 64 (Nintendo, 1996) to take platforming into a 3D space. Tomb Raider (Core Design, 
1996) also reflected an evolutionary split from 3D Platformers to action-adventures by combining 
adventure and combat elements with platforming. 
In the 00s, third-party exclusive platformer titles from Sony such as Jak and Daxter: The Precursor Legacy 
(Naughty Dog, 2001) further revolutionised platforming in a 3D space with improved camera controls and 
utilisation of animation techniques. Digital distribution enabled Sega and Nintendo to revive their 2D 
platformer franchises and take advantage of mobile technology. 
The goal is to understand why those innovations and adaptations changed the conventions of the 
platform game genre and what influences they now have on those conventions today. This has been 
achieved through secondary research of scholars and thinkers inside game design from Chris Crawford 
(1984) to more recently Scott Rodgers (2014). Along with primary research in the form of analysing games 
from watching, playing and comparing them to explore ideas given by the secondary research while 
media such as films outside of video games will be used to another perspective to the topic of genre. 
The research ultimately exposes the frailty between game genres (and genres in general) and the 
similarities they share in each other’s characteristics, including player’s expectations of genres 
continuing to evolve over the years.  
 
 
Keywords: 
Platform-games; Platformers; Genre; Conventions; Adaptations; Evolution; Mechanics 
 
 

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Contents 
 
 
 
 
 

Acknowledgements 1 

Abstract 2 

Contents 3 

Introduction 3 

80s 8 
Space Panic (1980) 9 
Super Mario Bros. (1985) 11 

90s 15 
Super Mario 64 (1996) 16 
Tomb Raider (1996) 18 

00s - Present 25 


Jak and Daxter: The Precursor Legacy (2001) 26 
Sonic Dash (2013) 29 

Conclusion 32 

Bibliography 35 

Ludography 39 

Table of Figures 41 

Appendix A - Definitions 42 

Appendix B - Quotes 45 

Appendix C - Research 47 


 
 
 
 
 

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Introduction 
 
This dissertation explores the topic of platform games (or platformers) with regard to the innovations that 
have evolved them through the years from their conception in 1980s arcade machines to the modern era 
of mobile gaming, and why those innovations have been crucial to their survival while also changing 
their conventions and characteristics in the process. 
 
The structure for which to answer the topic in question will begin with a brief inquiry into what defines a 
platform game, from looking to the established dictionary publishers Oxford, Chambers and Collins; to the 
views of recent video game scholars such as Scott Rodgers (2014); in comparison to the views of early 
video game scholars in Chris Crawford (1984). A step-by-step analysis of each decade (1980s, 1990s, 
2000s - present) will be investigated to simplify their evolutionary steps, with some background 
information of each era, to lay down some foundations for the rest of the thesis. 
 
Starting with definitions, a platform game according to the online version of the Oxford English Dictionary: 
 
“a type of video game featuring two-dimensional graphics where the player controls a character 
jumping or climbing between solid platforms at different positions on the screen.” (Oxford, 2018) 
 
Oxford (2018) uses ‘jumping’ or ‘climbing’ to describe the forms of controlling or moving of a character 
between ‘platforms’ which is similar to the Collins (2018) definition (appx. A.1), in terms of the player 
‘controlling’ (moving) a ‘figure’ (character) while going through a series of ‘obstacles and problems’ 
(between solid platforms) on a ‘screen’.  
Chambers (2018) applies the more vague definition (appx. A.2) that doesn’t focus on a character or figure 
but the idea of levels that increase in difficulty which can be represented by ‘obstacles’ and ‘problems’ as 
seen in Collins (appx. A.1). 
Carreker (appx. A.3) and Burgun (appx. A.4) fall in line with the Oxford (2018) definition with regard to 
using ‘jumping’ to describe the act of controlling the character from ledge (platform) to ledge - Donovan 
(2010) also refers to ‘jumping’ as being a “hallmark” of the platform game genre. 
Burgun (2013) did not want to include Platformers as genre of video games in Game Theory because there 
is only one kind of game involved - “jump from platform to platform to get to the end of the level”. 
  

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Burgun (2013) also expresses a criticism for defining video-game genres in general (appx. B.1) and is 
shared by Apperley (2006) and Newman (2004). Genre theorist Chandler (1997) also refers to one theorist's 
genre may be another's sub-genre or even super-genre: Rodgers (2014) classes Platform games as a 
sub-genre to Action (p. 20 - 21), whilst Apperley (2006) classes ‘Action’ as an genre that consists of two 
major subgenres: first-person shooters and third-person games. 
Burgun (2013) feels ‘genres’ such as ‘Action’ are simply too broad to have any meaning, and ironically his 
point is proven when he states that ‘3D Third-Person Action’ games (a genre he separates from platformers 
with games like God of War (Santa Monica Studio, 2005)) involves the player becoming good at the game 
by memorizing AI patterns, monster spawn positions, and level geometry - platformers share these same 
characteristics and are visually highlighted (appx. A.5) in an example of Crash Bandicoot ‘N’ Sane Trilogy 
(2017) gameplay. 
 
Apperley (2006) believes the established genres of video games, while being substantially different from 
literary or filmic genres, still emphasize representation over any notion of interactivity. Platform games 
could be considered a ‘representation’ through what Newman (2004) refers to as ‘platforming’ suggesting 
a particular type of ‘action’ - jumping across platforms to get from the start of a level to the end - yet 
Newman feels defining gameplay with this level of simplicity reveals ‘platform game’ to be a “misnomer” 
(appx. A.6). 
 
Apperley (2006) defines ‘third-person’ through ‘interactivity’ rather than ‘representation’ - the 
interaction of third person means they are played with avatars that are fully visible to the player. Though 
broad, platform games could be categorised under this third-person definition, especially with the the 
use of the word ‘avatar’ that Burgun (2013) used in describing the platform genre, and the idea of that 
‘avatar’ being ‘visible’ to the player on the screen - ‘screen’ being a keyword Oxford (2018) and Collins 
(2018) used in describing platform games. 
In contrast, Jumping Flash! (Exact, 1995) and Alpha Waves (Atari SA, 1990) are first-person games that are 
also considered a platform game by Loguidice and Barton (2009), especially with the former allowing 
players to see the character’s feet and shadow to help guide their landings across platforms (p. 17). 
 
Apperley (2006) also makes a link to his distinction of ‘Action’ as being made along the lines of the ‘mode’ 
genre, which refers to the categories suggested by King and Krzywinska (2002), as the player’s “perceptual 
engagement” with the game environment such as shooting in shooters. In the same way, ‘platforms’ 
represent the game environment the player ‘engages’ with in platform games. 
 

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Crawford (2003) uses single-screen games of the arcade era (late 70s and early 80s) such as Donkey Kong 
(Nintendo, 1981) and Space Panic (Universal, 1980) to define platform games (appx. A.7) even though 
Crawford (1984) had not even recognised Platform games as a category under his ‘Taxonomy of Games’.  
Instead, Crawford (1984) had classed Donkey Kong under the category of ‘Miscellaneous games’ because he 
states that a number of games did not fit into his taxonomy very well. Also interestingly, he describes 
Donkey Kong as a “race game with intelligent obstacles” - the use of the word ‘obstacles’, though vague, 
definitely hints towards the Collins (2018) definition (appx. A.1).  
The video game magazine article (Electronic Arts, 1983) did not use the term ‘platform games’ back in 
1983 either, but as the article title suggests - ‘The Player’s Guide to Climbing Games’ - categorizes 
platform games like Donkey Kong and Space Panic under ‘Climbing Games’ (p. 10). The magazine article 
also links the popularity of climbing games closely paralleling the ‘maze-chase craze’ oriented games 
such as Pac-Man (Namco, 1980) - Rogers (2014) defines ‘maze’ genre through the terms ‘collecting’, 
‘power-ups’ and ‘avoiding enemies’ that are also found in platformers (p. 10). 
Crawford (1984) similarly references Apple Panic (Brøderbund Software, 1981) in his ‘Miscellaneous games’ 
category to being like a ‘maze-game’, and as the name suggests, Apple Panic is an unofficial spinoff to 
Space Panic (Universal, 1980) with the same ‘climbing’ gameplay. 
 
The Side-Scrolling era of games leads onto the first selected era to be explored, which is the 1980s (p. 8), 
building on these definitions including most notably Super Mario Bros. (Nintendo, 1985), a game that 
Swink (2009) said the “notion of the platformer game” had been so well established from (p. 13). 
 
Moving onto the 1990s (p. 16) delves into the arrival of three-dimensional space in platform games with 
the likes of Super Mario 64 (Nintendo, 1996), while linking back to games in the 1980s that were a part to 
that inception, and in doing so, clashing with some of the definitions including Oxford (2018) who stated 
that platform games are a “type of video game featuring two-dimensional graphics”. However, Stanton 
(2015) completely separates Super Mario 64 from previous Mario platforming titles (p. 17). 
 
The turn into the 2000s (p. 20) saw a new line of 3D platformers arrive on the PS2: Jak and Daxter 
(Naughty Dog, 2001), Ratchet & Clank (Insominic, 2002), Sly Cooper and the Thievius Raccoonus (Sucker 
Punch, 2002) - each providing new blood to the 3D platformer formula from improved 3D animation, 
mixing combat, and mixing stealth respectively. Stanton (2015) refers to these particular platformers, 
which were third-party exclusives on the PS2, representing Sony’s genuine drive to maintain the volume 
of third-party support (appx. B.2) that was prominent on the PS1, with the inclusion of Crash Bandicoot 
(Naughty Dog, 1996). 
 
 

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Nintendo and Sega maintained a dependence on their respective first-party titles Super Mario Bros. 
(Nintendo, 1985) and Sonic the HedgeHog (Sega, 1991), as first-party software made up a huge part of 
their sales. Nintendo’s over-reliance on first-party titles over third-party cost them in the 2000s with their 
central franchise of Super Mario Sunshine (Nintendo, 2002) falling short as a successor to Super Mario 64 
(Nintendo, 1996) as believed by Stanton (2015). Burgun (2013) also criticises Super Mario Sunshine for 
breaking what he calls the ‘tension of the jump’ (appx. B.3) because the game gave Mario what was 
essentially a jetpack that let him hover at any time, until he lined up perfectly with where he wanted to 
land, which Burgun believes completely destroyed the tension of the jump - ‘jumping’ being a key feature 
of platform games definitions as seen in Oxford (2018) and Carreker (2011). 
 
The arrival of the Xbox 360 (in 2006) and PS3 (in 2007) lead to AAA titles - referred to as the ‘highest 
quality’ of video games by Carreker (2011) who relates the word to ‘Topshelf’ (appx. A.8) - such as 
Uncharted (Naughty Dog, 2007) and Assassin's’ Creed II ( Ubisoft Montreal, 2009) which are considered 
action-adventures (with the latter also being an open-world game) by Rogers (2014) but they also embody 
some mechanical elements in their gameplay that could be related to platform games (p. 18). 
 
An explosion of indie games in the 2010s saw platformers being ‘retro-revived’ alongside digital 
distribution stores that enabled these indies to be downloaded to a worldwide audience - allowing small 
teams and in some cases individuals to reach a home-console audience, which had previously been a 
remote possibility as described by Stanton (2015). Indie Game: The Movie (2012) documents some of these 
‘indies’ including the 2D platformers Braid (Number None, 2008) and Super Meat Boy (Team meat, 2010) 
who reached massive success on Microsoft’s Xbox Live Arcade (digital distribution store) for the Xbox 360. 
Both of game’s developers were influenced by the platform games of the 80s and 90s, including Super 
Mario Bros. (1985) - Burgun (2013) quotes the game’s lead designer for Super Meat Boy, McMillen (appx. 
B.4), highlighting the influence Mario had on the ‘feel’ of the game. 
A degree of caution has to be taken about this ‘retro revival’, which Reynolds (2012) refers to as 
“retroactively creating genres that never actually existed as recognised entities during the period” - the 
conventions they possess may not be a throwback but just an illusion as Reynolds suggests. 
This ‘retro-revival’ has sparked Sega into a revival of their own through re-releasing a line of SEGA Mega 
Drive and Genesis Classics, on Valve’s Steam (digital distribution service), including emulations of Sonic 
The Hedgehog (Sega, 1991). The games are also accessed via an ‘interactive 3D hub space’ which is a 
virtual library based on a bedroom of an early nineties SEGA fan - essentially a platform within another 
platform (Steam), changing the way platformers from older generation can be played.  
Mobile gaming has become another avenue of digital distribution, encouraging Sega and Nintendo to 
bring their retrospective Sonic the Hedgehog and Super Mario Bros. franchise onto Google Play and iTunes, 
adapting the way their platforming franchises are played in the process due to touchscreen technology. 

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80s 

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Space Panic (1980) 

Hardware  Innovation (action)  Convention Change (reaction) 

Arcade machine (coin-op)  Ladder-climbing platforming  Spawned the 2D platformer 


genre 
 
 

 
 

 
Fig. 1 - Image of Space Panic taken from (The Log Book, 2018) 

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Space Panic (Universal, 1980) has been referred to as the “granddaddy of all platform games” by 
Crawford (2003) who described the game as some floors and a variety of bad guys chasing the player who 
could climb ladders up and down between floors (fig.1). Donovan (2010) calls Space Panic a “ladder 
climbing, platform action”, agreeing with Crawford, as the first game that could truly be described as a 
platform game even though he admittedly states it lacked the jumping that became a “hallmark of the 
genre”. 
The game used a coin-op arcade system, first introduced by Computer Space (Nutting Associates, 1971), 
whereby players spend money (through inserting coins) to play the game. On top of the in-game lives 
system, if the player loses all their lives, they will have to insert another coin to continue playing - a 
marketing strategy to entice consumers to feed the machine more money. 
 
Donkey Kong (Nintendo, 1981) was attributed by Crawford (2003) as the game that changed the 
platform game concept from Space Panic by making the floors ‘tilted’ so that they connected with each 
other like a ‘long ramp’, and the bad guys were rolling barrels that the player would leap or ‘jump’ over, 
with the addition of ‘special-case’ obstacles. Jumping is possibly the key reason why people identify 
Donkey Kong as the first platform game over Space Panic, with 60% of results from a survey (appx. C.2.1) 
believing Donkey Kong was the first platformer. Donovan (2010) also makes specific mention to Donkey 
Kong as being the game that ushered in the platform game era and declared that the game’s success was 
followed by numerous single-screen platformers including the follow up, Mario Bros. (Nintendo, 1983). 
 
Frogs (Gremlin, 1978) - not to be confused with Frogger (Konami, 1981) - was the first game to make use 
of a jumping mechanic in gameplay with Donovan (2010) describing the game as a ‘jumping game’ where 
you control a frog that must jump up to catch insects - most likely the reason he named Frogs as a 
‘forefather’ to the platform game genre. 
 
Lode Runner (Brøderbund, 1983) was another noteworthy single-screen platform game that featured 
what Donovan (2010) called “excellent ladder-based action” - ladders being a key feature that connects 
these single screen platform games together (fig. 1) and (Internet Archive, 2018). The difference that 
separated this ladder-based platform game from others was highlighted by Donovan as being one of the 
first games to feature a level editor. 
 
 
 

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Super Mario Bros. (1985) 


 

Hardware  Innovation (action)  Convention Change (reaction) 

Nintendo Entertainment  Combining conventions from other  Modernised the 2D platformer 


System (cartridge)  platformers  genre 
 
 

 
 
 

 
Fig. 2 - Image of Super Mario Bros. taken from (Nintendo, 2018a) 

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Pitfall! (Activision, 1982) was one of the first games that used a ‘panning effect’, whereby the character 
would reach the edge of the screen and then the next screen would be loaded with a short delay (almost 
like a slideshow effect), which is not to be mistaken with ‘side-scrolling’, forcefully stated by Loguidice 
and Barton (2009). In contrast, Stanton (2015) considers Super Mario Bros. (Nintendo, 1985) to be the 
first video game where levels smoothly scroll from left-to-right - the camera would track the character 
sideways through level without having to load a new screen. 
 
Swink (2009) also believes Super Mario Bros. (1985) established the “notion of the platformer game”, 
through following on from many of the conventions in previous platforming titles including: 
● Jumping (fig. 2) continued from Donkey Kong (Nintendo, 1981) and Mario Bros. (Nintendo, 1983)  
● ‘Mascot’ character (p. 23) ‘Mario’ originated from ‘Jumpman’ in Donkey Kong (Nintendo, 1981) 
● Jumping onto enemies to kill them functions similar to Joust (Williams Electronics, 1982) 
● Jumping over ‘pits’ to avoid falling to your death as seen in Pitfall! (Activision, 1982) 
 
While also putting their own twist on earlier mechanics such as: 
● Mushroom collectables developed from the egg collectables in Chuckie Egg (Nigel Alderton, 
1983), gave the player points and adding the twist of giving extra lives - taking the lives system 
featured in previous arcade platform games such as Space Panic (Universal, 1980) a step further 
(p. 11) 
 
Joust (Williams Electronics, 1982) was ascribed by Loguidice and Barton (2009) as being the first time 
where the play mechanic of being higher than your enemy to overcome them was introduced - a “key 
concept when jumping on enemies” in Super Mario Bros. (1985). 
The previous title, Mario Bros. (Nintendo, 1983) oddly used the gameplay mechanic in the complete 
reverse by having the player hit the platform underneath enemies to knock them out and then proceed to 
kicking them off the platform.  
 
Pitfall! (Activision, 1982) also introduced the premise of avoiding falling down pits by jumping (and 
swinging) over them - Burgun (2013) highlighted the central theme of platformers including Super Mario 
Bros. (1985) is based around the idea that if you fell off a platform (or missed a platform on a jump), you 
would fall to your death or lose a life (or the game). 
 
Chuckie Egg (Nigel Alderton, 1983) was a ladder-based platformer in the same vein as Space Panic 
(Universal, 1980) and Donkey Kong (Nintendo, 1981) but introduced the concept of collectables, whereby 
player go around collecting eggs to score points - collectibles in the form of mushrooms were also used in 
Super Mario Bros. to give the player points, and extra lives. 

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Super Mario Bros. 3 (Nintendo, 1988) was one of the first platformers to have multi-directional 
scrolling, meaning the camera could move along both the x and y axis with the player’s character, in 
comparison to only moving along the x axis in Super Mario Bros. (1985).  
 
Stanton (2015) believes this completely changed the way the player approached the gameplay in Mario as 
levels now asked the players to “explore up and down as well as left and right” - a key feature that Stanton 
believes earned the game a place in Stanford University History of Science and Technology list of the 10 Most 
Influential Games of All Time (appx. B.5). 
 
Other features that improved upon the Super Mario Bros. (1985) ‘formula’ included: 
● improved soundtrack 
● minigames 
● hidden items 
● overview map outlining levels in each world 
● two-player mode (where players take turns clearing levels or compete against each other) 
 
Super Mario Land (Nintendo, 1989) was the first game in the Mario franchise to be released on a 
handheld console, the Game Boy (released in 1989). The game’s control scheme was based on the NES: 
Nintendo Entertainment System from 1983 that was used by Super Mario Bros. (1985), allowing for the 
franchise to easily transition their conventions from console to a portable format. 
 
The Gameboy Color released in 1998 with the fairly obvious improvement of being able to display 16-bit 
color (instead of the previous monochromatic display), allowing for the re-release of Super Mario Bros. 
(1985) in the form Super Mario Bros. Deluxe (Nintendo, 1991), to make a transition from console to 
handheld in full colour. 
 
The Game Boy Advance released in 2001 with increased the graphical capabilities to which Stanton (2015) 
claimed were comparable to SNES: Super Nintendo Entertainment System from 1991 - another 
improvement that gave Nintendo's platformer console games a successful transition to handheld, such as 
the SNES port Super Mario Advance 3: Yoshi’s Island (2002). 
 
 
 
 
 

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The act of ‘jumping’ is a key convention of platform game definitions, including the description set by 
Burgun (2013) of “jumping from platform to platform”. Burgun also adds to this description with his 
section ‘Protect the Jump’ (appx. B.3) where he talks about platformers generally work by having a “very 
clear pattern of tension and release: the jump” - jump is their core mechanism.  
Bionic Commando (Capcom, 1987) went against that convention of ‘jumping’ and replaced it with 
‘swinging’ in the form of a grappling hook. Instead of what Burgun (2013) referred to as ‘tension’ coming 
from the jump, in this game, the tension comes from the ‘swing’.  
Jumping and swinging are in a sense the same as they both are a means to allowing the player to 
overcome obstacles. In that regard, it doesn’t matter if the player jumps, bounces or swings, as they are 
just tools that allow the player move over obstacles. 
 
Stanton (2015) puts Super Mario Bros. (1985) success as leading to a host of “woefully designed 
platformers” featuring Mario clones through the early 90s and picks out the Bubsy, Zool and Cool Spot 
series of games.  
Sonic the Hedgehog (Sega, 1991) origins were perhaps no different, as Sega had ordered their 
development team to come up with a character that could fill the role of ‘console mascot’ for the Sega 
Mega Drive (also known as the Sega Genesis), released in 1989.  
 
Sonic the Hedgehog (1991) did however put a new twist on the platformer gameplay which simply put, was 
speed and momentum. Stanton (2015) emphasises that the real selling point was the ‘speed’ at which 
Sonic could move through the levels, which the designers emphasized themselves with features like loops 
that required Sonic to be moving quickly. Stanton also quotes Yuji Naka, creator of Sonic the Hedgehog, 
highlighting the game’s speed aspect (appx. B.6). 
 
Loguidice and Barton (2009) also agree with Stanton (2015) by referencing how Super Mario Bros. 3 
(Nintendo, 1988) encouraged ‘careful exploration’ while Sonic the Hedgehog (1991) encouraged running 
through levels as “quickly as possible”, which was often the only way to gain enough ‘momentum’ 
through the loops to get the highest rings - especially along with springboards and other high-speed 
launching devices, there's “no shortage of encouragement to feed a player’s need for speed”. 
 
Another selling point that Stanton (2015) pointed out in Sonic the Hedgehog (1991) was the bright visual 
palette and large sprites, which “distinguished it from the vast majority of SNES games” - made possible 
by 16-bit graphical capabilities of the Sega Mega Drive. 
 

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90s 

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Super Mario 64 (1996) 

Hardware  Innovation (action)  Convention Change (reaction) 

Nintendo 64 (cartridge)  Addition of free-roaming elements  Modernisation of 3D platforming 


in a 3D space  conventions 
 
 

 
 

 
Fig. 3 - Image of Super Mario 64 taken from (Nintendo, 2018) 

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Super Mario 64 (Nintendo, 1996) is iconic for moving the Mario franchise from a two-dimensional 
space into a three-dimensional space with Donovan (2010) calling the game “a complete reinvention of 
the platform game and series for the 3D era”. Kohler (2016) also highlights Super Mario 64 for taking 
advantage of the Nintendo 64’s advanced graphics processing power by being “one of the first 3D 
adventure games”. 
 
The first existence of platforming in a 3D space can strangely be seen in Antarctic Adventure (Konami, 
1983) and Congo Bongo (Sega, 1983) that had featured platforming mechanics in 3D-isometric graphics.  
Loguidice and Barton (2009) pick out I, Robot (Dave Theurer, 1983), a ‘hybrid’ shooter that featured maze 
and platforming (jumping) elements as the first commercial video-game with flat shaded 3D 
polygonal-graphics. Alpha Waves (Atari SA, 1990) represents another polygon-based platform game with 
first-person jumping and multi-object interactions - Donovan (2010) goes far as saying the game was 
“platforming’s first, and rather odd, move into 3D”.  
 
Loguidice and Barton (2009) see Super Mario 64 (1996) as representing the best transition of a 2D 
platformer to a 3D space, but Stanton (2015) believes there is almost nothing in common between the 2D 
Mario games and the world created for Super Mario 64. Stanton stresses this point by saying Crash 
Bandicoot (Naughty Dog, 1996) only took ‘cues’ from 2D platformers and created a 3D version of “such 
structures” - referred to as 2.5D (appx. A.9). In contrast, Stanton believes Super Mario 64 provided a level 
of freedom never seen before in a 3D game, allowing the player’s camera to rotate fully around the z-axis, 
so they could fully explore the entirety of 3D space (fig. 3) without restriction. Just as Super Mario Bros. 3 
(Nintendo, 1988) added elements of nonlinearity, Super Mario 64 (1996) added elements of free-roaming. 
Kohler (2016) emphases that just running through levels to find the ‘exit’ was no longer the goal - Mario 
had to explore the worlds around him and accomplish many, varied tasks to find secret stars scattered 
around the levels. However, Loguidice and Barton do not necessarily see Crash Bandicoot’s 2.5D structure 
and “polish and ability” to capture that 2D side-scrolling platformer feel in 3D as a negative. Rather, 
Super Mario 64 should be seen as a deviation from this 2.5D structure into a free-roaming structure. 
 
Burgun (2013) criticises 3D platformers in general for making players having to translate so many 
different angles (and camera angles) without the use of depth perception, making jumping prombalatic 
(appx. B.1.7). Banjo-Kazooie (Rare, 1998) was a 3D Platformer in a similar vein to Super Mario 64 (1996) 
that added a gliding mechanic in the form of a character ability whereby the sidekick character who lives 
in the backpack of the main character, can flap its wings to grant a little more airtime. Stanton (2015) 
believes this mechanic solved the problem with 3D platforming that was shared by Burgun, which is the 
difficulty for players to judge distances in a 3D space - though potentially destroyed what Burgun calls the 
‘tension of the jump’ (appx. B.1.3) in the process by giving the player more control while in mid-air. 

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Tomb Raider (1996) 


 

Hardware  Innovation (action)  Convention Change (reaction) 

PlayStation (CD-ROM)  Combination of action elements  Creation of the action-adventure 


(combat), puzzle solving, and  genre 
platforming elements in a 3D space 
 
 

 
 

 
Fig. 4 - Image of Tomb Raider taken from (GOG, 2018) 

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Tomb Raider (Core Design, 1996) was innovative for combining platforming, puzzle solving and mix of 
combat, spawning the Action-Adventure genre of video games in the process or what Stanton (2015) called 
a new breed of 3D adventure. The game helped to build the conventions of platforming in a 3D space with 
the game’s unique traversal mechanics such as: 
● Sidestep 
● Roll/Reverse 
● Hop Back 
● Walk 
 
Mark Brown (Game Maker’s Toolkit, 2015) lists the steps of the traversal mechanics in Tomb Raider 
(1996), explaining how these mechanics work together: 
Step 1: Line up the jump 
Step 2: Get a run up (after walking backwards) 
Step 3: Run and jump 
Step 4: Grab button 
 
These mechanics provided a strong emphasis on players slowly ‘negotiating’ their next moves and 
positioning Lara around the camera so they could carefully place jumps onto other platforms 
successfully, as Stanton also stresses. Loguidice and Barton (2009) described the movement mechanics in 
Tomb Raider as being the most important feature from a gameplay perspective for their “superb control 
and response”. Mark Brown (Game Maker’s Toolkit, 2015) criticizes an increased amount of ‘automated 
control’ in the later Tomb Raider (Crystal Dynamics, 2013), as contradicting the original game’s steps and 
allows: 
● immediate acceleration and ultra-responsive jump so don’t need run up and jump 
● moving in mid-air so don’t need to line up jump (recover from mistakes more easily) 
● automatically grabbing ledges 
 
Mark Brown (Game Maker’s Toolkit, 2015) believes that giving the player more automated control removes 
some of the tension of the jump, falling in line with literal ‘tension of jump’ (appx. B.3) by Burgun (2013) 
that is so important in platform games - possibly the defining feature that separates platformers from 
action-adventure. 
 
The evolution from Tomb Raider (1996) to Tomb Raider (2013) can also be depicted through the 
chronological order of other games in the franchise: 
● Tomb Raider III: The Adventure of Lara Croft (Core Design, 1998) - adding automated movements 
(monkey bars) 
● Tomb Raider: The Angel of Darkness (Core Design, 2003) - removing the grab button/stronger 
focus on combat 
● Tomb Raider: Legend (Crystal Dynamics, 2006) - removed the run up 

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Stanton (2015) believes the evolutionary change in Tomb Raider (1996) is what attributed to being the 
“defining influence” for Uncharted: Drake’s Fortune (Naughty Dog, 2007) and action-adventure genre as a 
whole - Rodgers (2014) agrees that Uncharted is an Action-Adventure game. 
 
When the game director for Uncharted, Amy Henning was interviewed (Sony Interactive Entertainment 
Europe Limited, 2019) on the game, they said that they wanted to “embrace the action adventure genre in 
sort of its classic form but in a contemporary context”. The co-president at Naughty Dog, Wells (appx. 
B.8), describes the game through three pillars of gameplay: 
● Traversal platforming mechanics - that they admit to having already explored heavily in past 
games including Crash Bandicoot and Jak and Daxter 
● Combined with fast action “over-the-top gunplay” 
● Mixed in with the “hand-to-hand melee combat” 
 
Wells considered this a “combination of mechanics and interactions that you really haven't seen put 
together before in the same way” which links in with Rodgers (2014) definition of Action-Adventure: 
 
“combination of genres features an emphasis on combat, item collection and usage, puzzle solving, 
and long-term story-related goals.” 
 
Action-Adventure can also be separated into the two parts: 
- ‘adventure’ in Action-Adventure, represents a mix of story content in the form of “long-term 
story-related goals” in same way Stam (2000) believes that one of the common ways of 
categorizing films includes genres based on story content such as adventure films (appx. B.9)  
- ‘action’ element can be based on Rogers (2014) listing Action-Adventures as a subgenre to Action - 
a genre of game that requires “hand-eye coordination to play” according to Rodgers, with 
Carreker (2011) agreeing Action are “video games that focuses on eye-hand coordination 
challenges”.  
 
The several subgenres of Action listed by Rogers (2014) includes both of his definitions of Platformers 
(appx. A.10) and Action-Adventures: 
● Action-Adventure 
● Action-Arcade 
● Beat ‘em up/ hack ‘n’ slash 
● Endless Runner 
● Fighting 
● Maze 
● Platformer 
● Sandbox 
● Stealth 

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Rogers (2014) listing Platformers as a sub-genre next to Action-Adventure almost represents a 


genre-cousin relationship, and in fact, there are platformers that expose this cousin-like relationship by 
combining with other subgenres: 
- Sly Cooper and the Thievius Raccoonus (2002) combines Stealth, in form of what Rogers refers to as 
an “emphasis on avoiding enemies rather than directly fighting them”, with platforming - 
stealth-based platforming as described by Donovan (2010). 
- Assassin's Creed II (Ubisoft Montreal, 2009) could equally be considered an action-adventure or 
open-world game, due to Rogers defining open-world (or what he calls ‘Sandbox’), as containing 
puzzle solving and combat (appx. A.11) alike to Action-Adventure. 
 
Rogers (2014) identifies ‘mascots’ (the player’s character) as an important mechanism in the platformer 
definition (appx. A.10), and are expressed through the ‘console mascots’ (p. 20) of Sonic the Hedgehog and 
Mario. Burgun (2013) does use not ‘mascot’ in his own definition of platformers but refers to an ‘avatar’ 
(appx. A.4).  
What’s important is that both a ‘mascot’ and ‘avatar’ serve essentially the same purpose of connecting 
the player to the gameworld through a physical character, as seen through a quote from Apperley (2006) 
who references the agreement between Schliener (2001), Atkins (2003), and Consalvo (2003) of arguing: 
 
“the player identifies with their avatar, even through they are viewed in the third person. The avatar 
acts as a virtual prosthetic that acts as the connecting point between the player and the virtual 
environment”. 
 
Action-adventure titles make good use of a central character who connects the ‘player’ with the ‘virtual 
environment’ such as Nathan Drake in Uncharted, Lara Croft in Tomb Raider and Ezio in Assassin’s Creed. 
Just like Mario and Sonic are thrown on the cover of their retrospective games as the ‘mascots’, Nathan 
Drake and Lara Croft are thrown on their covers, emphasising the importance of these central ‘mascot’ 
characters to both sub-genres in marketing as well as the gameplay. 
 
In the survey conducted for thesis, over 50% thought Tomb Raider (1996) was not a platformer (appx. 
C.2.2) but by using the definitions set by Rodgers, the correlation between both sub-genres can still be 
seen between Tomb Raider (1996), Uncharted (2007), and Assassin’s Creed II (2009) meeting the 
requirements of both sub-genres on some basic level. 
 
 
 

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Tomb Raider 

Fig. 5 - Image of Lara Croft taken from (Steam, 2018) 


 
Action-Adventure       

Combat  Item Collection and  Puzzle Solving  Long-term 


Usage  Story-related Goals 

Dual-wielded pistols which  Finding secret medkits  Spatial puzzle solving:  Lara Croft (fig. 5) 
can be used to kill enemies  stashed around the levels  Finding secret switches to  recovering the Scion 
such as bats or wolves -  which can be used to heal  open doors and working out  (mysterious 
video (Kawaii Games, 2017)   the player later on - video  the quickest route to reach  artefact) 
(NTAGameGuides, 2017)  the door before it closes -   
video (Andrew Williams, 
2017) 

       
 

Shooting and fighting may  Collectables/ Power-Ups  Jumping through obstacle  Mascot Character 
also be involved  course-like environment 

Platformer       

 
 

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Uncharted: Drake’s Fortune 

Fig. 6 - Image of Nathan Drake taken from (PlayStation, 2018a) 


 
Action-Adventure       

Combat  Item Collection and  Puzzle Solving  Long-term 


Usage  Story-related Goals 

Shooting enemies - video  Picking up special weapon  Solve physial puzzles: Player  Nathan Drake (fig. 6) 
(theRadBrad, 2016)  and using it against  positioning statues in the  finding the location 
enemies - video  correct order as shown in their  of El Dorado 
(theRadBrad, 2016)  in-game notepad - video  (treasure) 
(Video Games Source, 2015)   

       

Shooting and fighting  Collectables/ Power-Ups  Jumping through obstacle  Mascot Character 
may also be involved  course-like environment 

Platformer       

 
 
 
 

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Assassin’s Creed II 

Fig. 7 - Image of Ezio taken from (PlayStation, 2018b) 


 
Action-Adventure       

Combat  Item Collection and  Puzzle Solving  Long-term 


Usage  Story-related Goals 

Sword fighting - video  Buying weapons and  Spatial puzzle solving:  Ezio (fig. 7) finding the 
(Luke Stephens, 2018a)  armour in shop to use in  Finding the quickest route  location of Eden 
combat - video (Luke  possible to catch target  (mysterious artifact) 
Stephens, 2018a)  before they get away - video   
(Luke Stephens, 2018b) 

       

Shooting and fighting  Collectables/ Power-Ups  Jumping through obstacle  Mascot Character 
may also be involved  course-like environment 

Platformer       
 

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00s - Present 

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Jak and Daxter: The Precursor Legacy (2001) 


 

Hardware  Innovation (action)  Convention Change (reaction) 

PlayStation 2 (DVD)  Adapting 3D platforming to an  3D cameras could be 


analog camera system / utilising  freely-controlled via analog 
2D animation techniques in 3D  controls / 2D animation techniques 
space  were viable in 3D space  
 

 
 

 
Fig. 8 - Image of Jak and Daxter: The Precursor Legend taken from (PlayStation Store, 2018) 

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Jak and Daxter: The Precursor Legacy (Naughty Dog, 2001) represented Naughty Dog’s move from the 2.5D 
structure of Crash Bandicoot (Naughty Dog, 1996) into a true 3D space. The player in Jak and Daxter could 
now actively control the camera with the right analog thumbstick of the PS2’s DualShock 2 controller, in 
comparison to the fixed 2.5D camera in Crash Bandicoot.  
 
In defence of Crash Bandicoot using a fixed camera, the first PlayStation controller with analog capitablies 
was the Dualshock controller released in 1997 (a year after Crash Bandicoot) - the game was only designed 
with the original PlayStation controller in mind (released alongside the PlayStation console) which had no 
analog thumbsticks to exclusively rotate the camera. This change in camera systems did not change the 
convention of breaking boxes to retrieve ‘collectables’, demonstrated through: 
1. Crash Bandicoot spin attack ability - video (GarlandTheGreat, 2013) 
2. Jak and Daxter spin kick attack ability - video (World of Longplays, 2011)  
 
Mechanically, Jak and Daxter followed on from Tomb Raider (Core Design, 1996) in terms of jumping and 
grabbing onto ledges to pull yourself up, but this action was automated similar to Tomb Raider (Crystal 
Dynamics, 2013) - moving the gaming into action-adventure territory (p. 22).  
Aesthetically, Jak and Daxter enhanced the ‘jump’ in a 3D space through utilising the animation 
techniques previously seen 2D animation such as the ‘squash and stretch’ (squashing and stretching 
animated objects to exaggerate motion or show impact), set out by Thomas and Johnston (1981) - 
discussed in-depth in video (PlayFrame, 2016). This expressed the movement and weight of the player’s 
character in Jak and Daxter (fig. 8) compared to the rigid animated bodies of Mario (fig. 3) and Lara Croft 
(fig. 4) in Super Mario 64 (Nintendo, 1996) and Tomb Raider (1996) respectively. 
 
The ‘rolling-long-jump’ mechanic was another extension to the ‘jump’, whereby players hold the 
shoulder buttons (on the Dualshock 2 remote) to roll whilst moving, and then pressing the jump button to 
spring their character forwards and upwards over to other platforms - demonstrated best in the tutorial 
of sequel Jak II (Naughty Dog, 2003) in video (SpottinGames, 2012). You could argue that the mechanic is 
a glorified jump - practically works in the same way as jump in terms of being a very clear pattern of 
‘tension’ and ‘release’ as put by Burgun (2015), but was at least a fresh animation that made getting from 
platform to platform visually pleasing.  
 
 
 
 
 
 

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Daxter (Ready at Dawn, 2006), a spinoff of the Jak and Daxter franchise, took the 3D platforming that 
was featured in Jak and Daxter on PlayStation 2 onto handheld in the form of the PSP (PlayStation 
Portable). The PSP was attributed as an extremely powerful handheld console comparable to the PS2 by 
Stanton (2015), especially with the technological innovations that included an analogue stick that worked 
similar to the PS2’s Dualshock Controller. 
This enables Daxter to recreate the 3D platforming gameplay found on the PS2 equivalents, even though 
the PSP lacks a separate analogue stick for the camera, the PSP used the shoulder buttons to rotate the 
camera instead (but only from left to right).  
 
The PSP also used optical discs, allowing for the technological capabilities of larger storage for larger 
scale gameplay such as the 3D platforming in Daxter - another feature to make 3D Platformers on the PS2 
accessible to a handheld market, continuing their conventions in a new format.  
 
PlayStation Vita came with the much-improved digital store through marketing innovation that involved 
the clever strategy of signing up popular indie 2D platforming titles such as Spelunky (Derek Yu, 2013), 
Rogue Legacy (Cellar Door Games, 2014), and Guacamelee (DrinkBox Studios, 2013) which were perfectly 
adapted for Vita’s OLED screen as Stanton (2015) highlights. 
 
The Vita improved upon the PSP’s controls by adding more functions to the controller including an 
additional analog stick and two extra bumper buttons, essentially giving the same capabilities as a PS3 
controller - a capability that was enhanced by the remote play feature, enabling PS3 games to be played 
on the Vita when linked via the PS3.  
 
This seamless cross between the PS Vita and PS3 can be seen through the 3D platformer Sly Cooper: 
Thieves in Time (Sucker Punch, 2003), which used a cross-save feature to enable players to play the game 
on PS Vita and then continue the game with the same save file onto PS3.  
 
In terms of the gameplay, the extra analog stick made controlling the camera in a 3D platforming space 
with the same ease as the PS3 controller - eradicating the PSP’s camera issues through the lack of one. 
The improved controls also gave the capability of fully replaying former PS2 platformer titles such as Jak 
and Daxter through the HD remake Jak and Daxter Collection (Naughty Dog, 2012). 
 
 
 
 

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Sonic Dash (2013) 


 

Hardware  Innovation (action)  Convention Change (reaction) 

Smartphones/Google Play/  Moving conventions of platformers  Platformers can be played on 


iTunes (digital distribution  on smartphones through endless  smartphones with touchscreen 
stores)  runner genre  controls 
 
 

 
 

 
Fig. 9 - Image of Sonic Dash taken from (Sega, 2018) 

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Sonic Dash (Hardlight, 2013) is Sega’s second attempt at bringing the Sonic franchise onto mobile 
platforms after Sonic the Hedgehog Classic (Sega, 2009). The difference between both attempts was that 
Sonic the Hedgehog Classic was essentially remastering the original Sonic the Hedgehog (Sega, 1991) onto 
mobile while Sonic Dash was exclusively made with the sole intention of being on mobile.  
 
The difference between both titles can be seen through Sonic the Hedgehog Classic using a virtual 
touchscreen gamepad - a digital representation of a controller the player can control via touch - so the 
player can control the game in similar fashion to the original controller of Sega Genesis that the Sonic the 
Hedgehog (1991) original came out on. 
The problem of using a virtual touchscreen gamepad is that you are simply adapting a control scheme 
from one platform (that uses a gamepad) to another completely different platform (that uses touch 
control) without taking into consideration the differences between both platforms. 
On the other hand, the controls for Sonic Dash completely reflect the utilisation of the platform the game 
is played on, as the player has to swipe the screen to move left and right, and tap the screen to jump 
while the game moves forward automatically in a 3D space in ‘endless runner style’ (fig. 9) - Rogers (2014) 
links Endless-Runners (appx. A.12) to Platformers as both being a subgenre to Action. This exemplifies the 
game’s developers knowing the limitations of the touchscreen as they can only do so many different 
control schemes - swiping, tapping. The camera’s perspective is also utilising the limitations of the 
controls as the player only has to control moving from left to right while the game moves forward for 
them. 
 
A lot of the features that Sonic Dash uses (and most likely were inspired from) were seen previously in 
Temple Run (Imangi Studios, 2011), in terms of being an endless runner that uses platforming 
elements and swiping/tapping to control the player. 
 
Sonic Mania (Christian Whitehead, 2017) is a another retro revival of the classic Sonic The Hedgehog 
(1991) games by bringing “retro fast-paced platforming into the future through pixel perfect 2D graphics 
running at 60FPS” - reads the Steam (2017) store page. The game was also built in the Retro Engine, a 
multiplatform game engine developed by Australian programmer Christian Whitehead, an independent 
developer who was Lead Developer & Programmer for Sonic Mania. The Retro Engine was “stylistically 
designed to deliver features from the 32 bit console generation” successfully giving Sonic Mania that 
retro aesthetic - as the developer’s webpage reads (Whitehead, 2016). 
 
 
 
 

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Nintendo has followed Sega’s suit by releasing their own central franchise of Mario onto the mobile 
market with Super Mario Run (Nintendo, 2016) becoming the first time Nintendo had made a game for a 
controller they had not designed which in this case was the iPhone (touchscreen mobile platform), as 
reported by Christophe Haubursin in a interview (Vox, 2017) with Shigeru Miyamoto (Creator of Mario). 
 
The game functions in the same endless runner style of Sonic Dash (Hardlight, 2013), but the camera 
follows Mario side-on in 2.5D fashion, keeping in with the original Super Mario Bros. (Nintendo, 1985) 2D 
side-scrolling gameplay. The same conventions of jumping in the original have also been adapted 
through the the player tapping the screen to jump, while tapping and holding makes Mario jump higher. 
 
Shigeru Miyamoto on Super Mario Run (from translation) in interview (Vox, 2017) talked about how over 
time, not as many people have been playing Mario games because the “controls got too difficult”, and 
believes Super Mario Run is a game “anyone can play, from first-time players to the most experienced 
ones” - the simple controls of the mobile has brought back Miyamoto’s design philosophy of making fun 
games that everybody can play, just as reported by Kohler (2016), Satoru Iwata also went along with this 
philosophy in Nintendo’s annual report for 2004 (appx. B.10).  
Christophe Haubursin describes this as a “shift from immersiveness to accessibility”, ensuring the same 
platforming principles as highlighted earlier are surviving by tapping into a rising market in mobile, as 
the Statista graph provided in the (Vox, 2017) suggests - a more recent Statica (2019) graph also showing 
the market rising.  
 
While news (Blake, 2019) of Nintendo turning their efforts to the mobile market and potentially moving 
away from their console hardware past, the arrival of the Nintendo Switch has become their new flagship 
console, with third-party platformers such as Sonic Mania (Christian Whitehead, 2017) and Mega Man 11 
(Capcom, 2018), and retro-indie platformers such as Shovel Knight (Yacht Club Games, 2014) and Spelunky 
(Derek Yu, 2008) being released with massive success - in contrast to what Stanton believed was Nintendo 
slipping behind Sony in terms of third-party titles in previous years. The success of Shovel Knight is 
documented in a blog post from the game’s developer (Yacht Club Games, 2018), stating the game sold 
faster on Switch than on any other platform (selling around 110k during the launch month), breaking the 
record set for the PC platform selling 70k in the first month (appx. C.1.1) and becoming a third of 
platform sales (appx. C.1.2). 
On top of this, the survey (appx. C.1.3) conducted showed that 30% had played their last platform game 
on the Switch, with 20% on PC using Steam, and PS4 with 15%, with the remaining being other platforms 
- this is extremely promising and shows the beginnings of a new avenue for third-party/indie platform 
games to thrive on (possibly continuing another retro rival), offering new horizons in the evolution of the 
platform game genre.  

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Conclusion 
 
 
 
The platform game genre and its conventions have changed drastically over the years, starting in the 80s 
with the primitive beginnings of Space Panic’s single-screen ladder-climbing gameplay, that used a 
lives-based coin-op system. 
Super Mario Bros. side-scrolling gameplay further cemented the platformer (and their conventions) as the 
genre known today, through combining the conventions of its predecessors including jumping in Donkey 
Kong, collectables in Chuckie Egg and the premise of pits in Pitfall!. 
The move into the 90s was met with 3D being fully embraced in platformers, completely turning the 
genre’s mechanics on their head with new forms of free-roaming interaction for the player, but drew 
criticism from Keith Burgun for making jumping prombalatic. 
Tomb Raider represented an ‘Evolutionary Split’ from 3D platformers to Action-Adventures, with the 
former putting emphasis on environmental traversal and the latter on combat, they still share 
similarities in each others’ mechanics, including mascots.   
The transition into the 2000s saw titles such as Jak and Daxter iron out the issue of controlling the 
character in a 3D space, by taking advantage of the additional camera controls on the Dualshock 2 
controller provided on the PS2. 
A retro revival during the 2010s in the indie scene has seen a resurgence of 2D Platformers of old, with 
Sega capitalising on their established franchise of Sonic the Hedgehog through the increased accessibility 
of Sonic Dash (Hardlight, 2013), from outlets of digital distribution onto mobile platforms. 
This review of platform games has explored why game mechanics, graphical adaptations, hardware 
technology, and marketing strategies have evolved the conventions of the platform game genre. More 
research into games that were missed should also be investigated to widen perspectives, whilst the future 
effects of the Switch console, Virtual Reality and Cloud Gaming offer new horizons for the further 
development of the platform game genre. 
 
 
 
 
 
 

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Bibliography 

Books 
Atkins, B. (2003) More than a game: The computer game as a fictional form. Manchester, UK: Manchester University 
Press. 
Burgun, K. (2013) Game Design Theory. Boca Raton, Florida: Taylor & Francis Group. 
Carreker, D. (2011) The Game Developer's Dictionary : A Multidisciplinary Lexicon for Professionals and Students. 
Boston: Course Technology. 
Crawford, C. (1984) The Art of Computer Game Design. Berkeley, California: Osborne/McGraw-Hill. Available at: 
https://archive.org/details/artofcomputergam00chri (Accessed: 28/05/2018). 
Crawford, C. (2003) Chris Crawford on Game Design. Indianapolis, Indiana: New Riders. 
Donovan, T. (2010) Replay: The History of Video Games. Lewes, East Sussex: Yellow Ant. 
King, G. and Krzywinska, T. (eds.) (2002) ScreenPlay: Cinema/videogames/interfacings. London: Wallflower Press. 
Kohler, C. (2016) Power Up: How Japanese Video Games Gave the World an Extra Life. Dover edn. Mineola, New York: 
Dover Publications. 
Loguidice, B. and Barton, M (2009) Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and 
the Most Influential Games of All Time. Burlington, Massachusetts: Focal Press. 
Newman, J. (2004) Videogames. London: Routledge. 
O'Hagan, M. and Mangiron, C. (2013) Game Localization: Translating for the global digital entertainment industry. 
Amsterdam: John Benjamins Publishing. 
Poole, S. (2004) Trigger Happy: Videogames and the Entertainment Revolution. Rev. edn. New York City, New York: 
Arcade Publishing. 
Reynolds, S. (2012) Retromania: Pop Culture's Addiction to Its Own Past. London: Faber and Faber. Paperback Edition.  
Rodgers, S. (2014) Level Up! The Guide to Great Video Game Design. 2nd edn. Chichester, West Sussex: John Wiley & 
Sons. 
Stam, R. (2000) Film Theory. Oxford: Blackwell. 
Stanton, R. (2015) A Brief History of Video Games. London: Robinson.  
Swink, S. (2009) Game Feel: A Game Designer's Guide to Virtual Sensation. Burlington, Massachusetts: Morgan 
Kaufmann Publishers. 
Thomas, F. and Johnston, O. (1981) Disney Animation: The Illusion of Life. New York City, New York: Abbeville Press. 
Wolf, M. (ed.) (2008) The Video Game Explosion: A History from PONG to Playstation and Beyond. Westport, 
Connecticut: Greenwood Press. 

Blog 
Yacht Club Games (2018) 'Two Million Copies of Shovel Knight Sold!!', Yacht Club Games, 11 April. Available at: 
https://yachtclubgames.com/2018/04/two-million-copies-of-shovel-knight-sold/ (Accessed: 16/07/2018). 

Company Annual Report 


Nintendo (2004) 2004 ANNUAL REPORT. Available at: https://www.nintendo.com/corp/report/fiscal2004.pdf 
(Accessed: 10/09/2018). 

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Conference Paper 
Smith, G, Cha, M, Whitehead, J (2008) 'A framework for analysis of 2D platformer levels' Sandbox ’08: Proceedings of 
the 2008 ACM SIGGRAPH symposium on Video games, New York, NY, USA, August 09 - 10 2008. 

Figure 
Statista (2019) Mobile contents market value worldwide from 2011 to 2020 (in billion U.S. dollars) [Medium]. Available 
at: https://www.statista.com/statistics/292512/mobile-contents-market-value-worldwide/ (Accessed: 23/01/2019). 

Film 
Indie Game: The Movie (2012) Directed by Lisanne Pajot, James Swirsky [Film]. Winnipeg, Manitoba: BlinkWorks 
Media. 

Images 
The Log Book (2018) Image of Space Panic. Available at: http://www.thelogbook.com/phosphor/1980/space-panic/ 
(Accessed: 20/10/2018). 
Nintendo (2018a) Image of Super Mario Bros. Available at: 
https://cdn02.nintendo-europe.com/media/images/06_screenshots/games_5/virtual_console_wii_u_3/wiiuvc_superma
riobros/WiiUVC_SuperMarioBros_02.bmp (Accessed: 18/01/2019). 
Nintendo (2018b) Image of Super Mario 64. Available at: 
https://cdn02.nintendo-europe.com/media/images/06_screenshots/games_5/virtual_console_wii_u_3/wiiuvc_superma
rio64/WiiUVC_SuperMario64_06.jpg (Accessed: 18/01/2019). 
GOG (2018) Image of Tomb Raider. Available at: 
https://images.gog.com/e546c75fbb702a18a425d3e2d9db8a7912fcc1c8fc06dd81a46ad1dceb5c2072.jpg (Accessed: 
17/01/2019). 
Steam (2018) Image of Lara Croft. Available at: 
https://steamcdn-a.akamaihd.net/steam/apps/224960/header.jpg?t=1536940779 (Accessed: 17/01/2019). 
PlayStation (2018a) Image of Nathan Drake. Available at: 
https://psmedia.playstation.com/is/image/psmedia/UnchartedDrakesFortune_FeaturedImage?$TwoColumn_Legacy$ 
(Accessed: 17/01/2019). 
PlayStation (2018b) Image of Ezio. Available at: 
https://psmedia.playstation.com/is/image/psmedia/AssassinsCreed2_FeaturedImage?$TwoColumn_Legacy$ 
(Accessed: 17/01/2019). 
PlayStation Store (2018) Image of Jak and Daxter: The Precursor Legend. Available at: 
https://apollo2.dl.playstation.net/cdn/EP9000/CUSA07934_00/FREE_CONTENTieSkvBAeBnqg7ejqgzzL/1.jpg 
(Accessed: 18/01/2019). 
Sega (2018) Image of Sonic Dash. Available at: https://cdn.sega.com/shot4_retina.jpg (Accessed: 18/01/2019). 

Interview 
Cartwright, S. (2016) 'The Making Of Frostbite’. Interview with Darran Jones for RetroGamer, 31 December. Available 
at: https://www.retrogamer.net/retro_games80/the-making-of-frostbite/ (Accessed: 09/01/2019). 

Journal 
Consalvo, M. (2003) ‘Zelda 64 and video game fans: A walkthrough of games’, intertextuality and narrative, Television 
and New Media, 4 (3), pp. 321-334. 
Schliener, A.-M. (2001) ‘Does Lara Croft wear fake polygons?’ Gender and gender role subversion in computer adventure 
games, Leonardo, 34 (3), pp. 222-224. 

Magazine Article 
Electronic Games (1983) ‘'The Player’s Guide to Climbing Games', Electronic Games, 1(11), pp.49. Available at: 
https://archive.org/stream/Electronic_Games_Volume_01_Number_11_1983-01_Reese_Communications_US#page/n4
9/mode/2up (Accessed: 13/12/2018). 

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Newspaper Articles 
Blake, V. (2019) ‘Nintendo may move away from home console development, says company president’, Eurogamer, 6 
Jan. Available at: 
https://www.eurogamer.net/amp/2019-01-06-nintendo-may-move-away-from-home-console-development-says-co
mpany-president (Accessed: 07/01/2019). 
Gibson, E. (2013) ‘PS2: The Insider's' Story’, Eurogamer, 2 Jan. Available at: 
https://www.eurogamer.net/articles/2010-11-24-ps2-the-insiders-story-article?page=2 (Accessed: 08/08/2018). 
Matulef, J. (2013) 'Gunpoint cost $30 to develop, then made enough that its creator can quit "jobs, as a concept"', 
Eurogamer, 18 June. Available at: 
https://www.eurogamer.net/articles/2013-06-18-gunpoint-cost-USD30-to-develop-then-made-enough-that-its-crea
tor-can-quit-jobs-as-a-concept (Accessed: 01/01/2019). 

Research Reports 
Apperley, T. (2006) Genre and game studies: Toward a critical approach to video game genres. Available at: 
https://www.researchgate.net/publication/253070922_Genre_and_game_studies_Toward_a_critical_approach_to_vide
o_game_genres (Accessed: 27/11/2018). 
Boutros, D. (2006) A Detailed Cross-Examination of Yesterday and Today's Best-Selling Platform Games. Available at: 
https://www.gamasutra.com/view/feature/130268/a_detailed_crossexamination_of_.php?print=1 (Accessed: 
13/12/2018). 
Chandler, D. (1997) An Introduction to Genre Theory. Available at: 
https://www.researchgate.net/publication/242253420_An_Introduction_to_Genre_Theory (Accessed: 22/05/2018). 
Winters, G. and Zhu, J. (2013) Attention guiding principles in 3D adventure games. Available at: 
https://www.researchgate.net/publication/262320059_Attention_guiding_principles_in_3D_adventure_games 
(Accessed: 26/10/2018). 

Theses 
Gustafsson, A. (2014) An Analysis of Platform Game Design. Bachelor Thesis in Computer Science. Linnaeus 
University. Available at: https://www.diva-portal.org/smash/get/diva2:728079/FULLTEXT01.pdf (Accessed: 
13/12/2018). 
Minkkinen, T. (2015) Basics of Platform Games. Bachelor of Business Administration, Business Information 
Technology. Kajaani University of Applied Sciences. Available at: 
https://www.theseus.fi/bitstream/handle/10024/119612/Thesis%20-%20Toni%20Minkkinen.pdf?sequence=1 
(Accessed: 07/07/2018). 

Videos 
Andrew Williams (2017) Tomb Raider (1996, Core Design) - Spatial Puzzle Solving. Available at: 
https://www.youtube.com/watch?v=iIs-fuo4Coc (Accessed: 17/01/2019). 
Game Maker’s Toolkit (2015) The Mechanics of Movement. Available at: 
https://www.youtube.com/watch?v=lQRr3pXxsGo (Accessed: 13/01/2019). 
GarlandTheGreat (2013) Crash Bandicoot - Complete 100% Walkthrough - All Gems, All Boxes, All Bonus Stages. 
Available at: https://youtu.be/xK-h4M4Aetg?t=135 (Accessed: 16/01/2019). 
Kawaii Games (2017) Tomb Raider (1996) Walkthrough 100% All Secrets Collected (PC) NO COMMENTARY. Available 
at: https://youtu.be/LtkMeyRpwCQ?t=459 (Accessed: 17/01/2019). 
Luke Stephens (2018a) Assassin's Creed II - The Most Important Game Ubisoft Ever Made. Available at: 
https://youtu.be/bLQBO4JlufI?t=791 (Accessed: 17/01/2019). 
Luke Stephens (2018b) Assassin's Creed II - The Most Important Game Ubisoft Ever Made. Available at: 
https://youtu.be/bLQBO4JlufI?t=519 (Accessed: 17/01/2019). 
Nick930 (2018) History of Tomb Raider (1996 - 2018). Available at: 
https://www.youtube.com/watch?v=K09niWRULuM&t=1368s (Accessed: 17/01/2019). 
NTAGameGuides (2017) Tomb Raider 1 - All Secrets. Available at: https://youtu.be/csjsZ4MjJlM?t=86 (Accessed: 
17/01/2019). 

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PlayFrame (2016) The Animation of Jak & Daxter - #1 - SQUASH & STRETCH. Available at: 
https://www.youtube.com/watch?v=BbP6Jsh8M6Y&t=1168s (Accessed: 17/01/2019). 
PS Nation (2017) Crash Bandicoot N. Sane Trilogy gameplay. Available at: 
https://www.youtube.com/watch?v=kyNqDYfE6ME (Accessed: 17/01/2019). 
SpottinGames (2012) Jak II (HD Collection) Walkthrough - Part 1. Available at: https://youtu.be/gUVpH7WuwTE?t=579 
(Accessed: 17/01/2019). 
theRadBrad (2016) Uncharted Drake's Fortune Walkthrough Gameplay Part 2 - Shipwrecked (PS4). Available at: 
https://youtu.be/YqBdHcXW1Wk?t=800 (Accessed: 17/01/2019). 
Video Games Source (2015) Uncharted Collection - Drake's Fortune Sanctuary: Statues Puzzle (North, South, Luke , John 
etc). Available at: https://www.youtube.com/watch?v=g6Eh53msh2w (Accessed: 17/01/2019). 
Vox (2017) How the inventor of Mario designs a game. Available at: https://www.youtube.com/watch?v=K-NBcP0YUQI 
(Accessed: 03/08/2018). 
World of Longplays (2011) PS2 Longplay [018] Jak and Daxter: The Precursor Legacy. Available at: 
https://youtu.be/9lpq3zVXs9A?t=430 (Accessed: 27/12/2018). 
250crash250 (2018) Evolution of (Spin) in Crash Bandicoot Games. Available at: 
https://www.youtube.com/watch?v=3R9X6kka5WY&t (Accessed: 27/12/2018). 

Vodcast 
Sony Interactive Entertainment Europe Limited (2019) Uncharted - Inspiration BTS Part 1. [Vodcast]. Available at: 
https://www.playstation.com/en-gb/games/uncharted-drakes-fortune-ps3/ (Accessed: 24/11/2018). 

Websites 
Chambers (2018) platform game. Available at: https://chambers.co.uk/search/?query=platform+game&title=21st 
(Accessed: 16/07/2018). 
Chart-Track (2018) LATEST UK SOFTWARE CHARTS. Available at: https://www.chart-track.co.uk (Accessed: 
05/09/2018). 
Collins (2018) Definition of 'platform game'. Available at: 
https://www.collinsdictionary.com/dictionary/english/platform-game (Accessed: 16/07/2018). 
Internet Archive (2018) Lode Runner [m color Ralf Bertenburg]. Available at: 
https://archive.org/details/a8b_Lode_Runner_1983_Broderbund_US_m_color_Ralf_Bertenburg (Accessed: 18/01/2019). 
Oxford (2018) Definition of platform game in English. Available at: 
https://en.oxforddictionaries.com/definition/platform_game (Accessed: 16/07/2018). 
Steam (2017) Sonic Mania. Available at: https://store.steampowered.com/app/584400/Sonic_Mania/ (Accessed: 
05/09/2018). 
Whitehead, C. (2016) Retro Engine. Available at: https://christianwhitehead.com/?page_id=51 (Accessed: 20/10/2018). 
 
 
 
 
 
 
 
 
 
 
 

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Ludography 
 
Activision (1982) Pitfall! [Video game]. Activision. 
Atari SA. (1990) Alpha Waves [Video game]. Atari SA. 
Brøderbund Software (1981) Apple Panic [Video game]. Brøderbund Software. 
Brøderbund Software (1983) Lode Runner [Video game]. Brøderbund Software. 
Capcom (1987) Bionic Commando [Video game]. Capcom. 
Capcom (2018) Mega Man 11 [Video game]. Capcom. 
Cellar Door Games (2013) Rogue Legacy [Video game]. Cellar Door Games. 
Christian Whitehead (2017) Sonic Mania [Video game]. Sega. 
Core Design (1996) Tomb Raider [Video game]. Eidos Interactive. 
Core Design (1998) Tomb Raider III: The Adventure of Lara Croft [Video game]. Eidos Interactive. 
Core Design (2003) Tomb Raider: The Angel of Darkness [Video game]. Eidos Interactive. 
Crystal Dynamics (2006) Tomb Raider: Legend [Video game]. Eidos Interactive. 
Crystal Dynamics (2013) Tomb Raider [Video game]. Square Enix. 
Dave Theurer (1983) I, Robot [Video game]. Atari. 
Derek Yu (2008) Spelunky [Video game]. Mossmouth. 
DrinkBox Studios (2013) Guacamelee! [Video game]. DrinkBox Studios. 
Exact (1995) Jumping Flash! [Video game]. Sony Computer Entertainment. 
Gremlin (1978) Frogs [Video game]. Sega. 
Hardlight (2013) Sonic Dash [Video game]. Sega. 
Imangi Studios (2011) Temple Run [Video game]. Imangi Studios.  
Insomniac Games (2002). Ratchet & Clank [Video game]. Sony Computer Entertainment. 
Konami (1981) Frogger [Video game]. Konami. 
Konami (1983) Antarctic Adventure [Video game]. Konami. 
Naughty Dog (1996) Crash Bandicoot [Video game]. Sony Computer Interactive. 
Naughty Dog (2001) Jak and Daxter: The Precursor Legacy [Video game]. Sony Computer Interactive. 
Naughty Dog (2003) Jak II [Video game]. Sony Computer Interactive. 
Naughty Dog (2007) Uncharted: Drake's Fortune [Video game]. Sony Computer Interactive. 
Naughty Dog (2012) Jak and Daxter Collection [Video game]. Sony Computer Interactive. 
Namco (1980) Pac-Man [Video game]. Namco. 
Nigel Alderton (1983) Chuckie Egg [Video game]. A&F Software. 
Nintendo (1981) Donkey Kong [Video game]. Nintendo. 
Nintendo (1983) Mario Bros. [Video game]. Nintendo.  
Nintendo (1985) Super Mario Bros. [Video game]. Nintendo. 
Nintendo (1988) Super Mario Bros. 3 [Video game]. Nintendo. 
Nintendo (1989) Super Mario Land [Video game]. Nintendo. 
Nintendo (1991) Super Mario Bros. Deluxe [Video game]. Nintendo. 

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Nintendo (1996) Super Mario 64 [Video game]. Nintendo. 


Nintendo (2000) Super Mario Sunshine [Video game]. Nintendo. 
Nintendo (2002) Super Mario Advance 3: Yoshi’s Island [Video game]. Nintendo. 
Nintendo (2016) Super Mario Run [Video game]. Nintendo. 
Number None (2008) Braid [Video game]. Number None. 
Nutting Associates (1971) Computer Space [Video game]. Nutting Associates. 
Rare (1998) Banjo-Kazooie [Video game]. Nintendo. 
Ready at Dawn (2006) Daxter [Video game]. Sony Computer Interactive. 
Santa Monica Studio (2005) God of War [Video game]. Sony Computer Interactive. 
Sega (1983) Congo Bongo [Video game]. Sega. 
Sega (1991) Sonic the Hedgehog [Video game]. Sega. 
Sega (2009) Sonic the Hedgehog Classic [Video game]. Sega.  
Sucker Punch (2002) Sly Cooper and the Thievius Raccoonus. [Video game]. Sony Computer Interactive. 
Team Meat (2010) Super Meat Boy [Video game]. Team Meat.  
Ubisoft Montreal (2009) Assassin’s Creed II [Video game]. Ubisoft. 
Universal Entertainment Corporation (1980) Space Panic [Video game]. Universal Entertainment Corporation. 
Vicarious Visions (2017) Crash Bandicoot ‘N’ Sane Trilogy. [Video game]. Activision. 
Williams Electronics (1982) Joust [Video game]. Williams Electronics. 
Yacht Club Games (2014) Shovel Knight [Video game]. Yacht Club Games. 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

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Table of Figures 
 
 
 
 
 
 
 
 
 

Figure  Name  Page 

1  Image of Space Panic……………………………………………………………………  9 

2  Image of Super Mario Bros……………………………………………………………  11 

3  Image of Super Mario 64………………………………………………………………  16 

4  Image of Tomb Raider…………………………………………………………………  18 

5  Image of Lara Croft……………………………………………………………………  22 

6  Image of Nathan Drake………………………………………………………………  23 

7  Image of Ezio……………………………………………………………………………  24 

8  Image of Jak and Daxter: The Precursor Legacy…………………………………  26 

9  Image of Sonic Dash……………………………………………………………………  29 

 
 
 
 

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Appendix A - Definitions 

A.1 
Collins English Dictionary (2018) definition of Platform game:  
“a type of computer game that is played by moving a figure on the screen through a series of obstacles and 
problems.” 

A.2 
Chambers Dictionary (2018) definition of Platform game: 
“a computer game in which the object is to progress to the next level, which is usually more difficult to complete 
than the one before.” 

A.3 
Dan Carreker (2011) definition of Platform game: 
“a genre of video games that involved getting from one point in the game world to another by jumping from ledge 
to ledge.” 

A.4 
Keith Burgun (2013) definition of Platformers: 
“platformers are real-time video games that involve navigating an avatar through space, usually jumping from 
platform to platform.” 

 
 
 
 
 
 
 
 

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A.5 
Crash Bandicoot ‘N’ Sane Trilogy (Naughty Dog, 2017) features in the (fig.): 
1. memorizing AI patterns 
2. monster spawn positions 
3. level geometry 

Fig. - Screenshot (fig.) of Crash Bandicoot ‘N’ Sane Trilogy (Naughty Dog, 2017) gameplay taken from video (PS 
Nation, 2017) 
 
 
 
 
 
 
 
 
 
 

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A.6 
James Newman (2004) on Platform game: 
“The very name ‘platform game’ suggests a particular type of action - jumping across platforms to get from the 
start of a level to the end - yet, even defining the gameplay with this level of simplicity reveals ‘platform game’ to 
be a misnomer. How can it be that in a platform game the player frequently finds themselves racing in a 
minecraft, or flying through the skies either in an aircraft or because they have been shot out of a cannon and 
have a winged cap, which as everybody knows, in the videogame world, allows one to fly?” 

A.7 
Chris Crawford (2003) definition of Platformers: 
“the screen shows from the side what is in effect a building with four or five floors. The player enters the screen at 
one corner and must get across the screen by moving between floors. Numerous obstacles block his progress. 
Sometimes called running, jumping, climbing game. Later versions of this genre are sometimes called side 
scrollers because the levels in the game extend across many horizontal screen lengths.” 

A.8 
Dan Carreker (2011) definition of AAA: 
“A high-quality game intended to appeal to a large consumer base and named for the practice of putting highly 
desirable merchandise on shelves that are eye level with the consumer.” 

A.9 
Dan Carreker (2011) definitions of 2.5D: 
1. An art style that gives the impression that objects are three dimensional despite being displayed inside a 2D 
environment. Also known as Pseudo-3D. 
2. A 3D scene created by a series of flat (2D) images. 
3. A classification of video games in which the gameplay environment exists as multiple 2D layers stacked upon each 
other, giving the appearance of a third dimension.

A.10 
Scott Rodgers (2014) definition of Platformers: 
“platformer games usually feature a mascot character jumping (or swinging or bouncing) their way through an 
obstacle course-like environment that often includes platforms of some sort. Shooting and fighting may also be 
involved. There might be a pirate ship. At one time, the platformer was the most popular subgenre in gaming. 
Nintendo's Mario titles (Super Mario World, Mario 64, and Super Mario Galaxy), Sly Cooper series, 
LittleBigPlanet series, Super Meat Boy series.”

A.11 
Scott Rodgers (2014) definition of Sandbox: 
“Also called “open-world” games, these are action games with non-linear gameplay that takes place in very large 
game world. Sandbox games offer a variety of activities from driving to puzzle solving to shooting and melee 
combat. Grand Theft Auto series, Saint’s Row Series, Lego Marvel Super Heroes, Elder Scrolls IV: Oblivion, Red 
Dead Redemption”. 

A.12 
Scott Rodgers (2014) definition of Endless-Runner: 
“In these games, the player character constantly runs (or flies or swims or rockets) through a “never-ending” 
environment. To stop is to die! Canabalt, Jet Pack Joyride, Temple Run series”. 

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Appendix B - Quotes 

B.1 
Keith Burgun (2013) on genres: 
“Many games have added new features or some new spin to the core mechanism, but in a way, you can say that 
all of the games are really different expressions of the same core game. Then again, perhaps that could said of 
most video-game genres - or even all genres in any medium! But I think that this characteristic is a little bit more 
pronounced in platformers.”

B.2 
Ellie Gibson’s interview with the former president of Sony Europe, Chris Deering, in PS2: The Insider’s Story (2013) 
highlights positive attitude towards third-party software: 
 
“Ken Kutaragi, was very pro third-party and had said we should never allow [first-party games] to have more 
than a third of the software market or we’d drive away other investments”. 

B.3 
Burgun (2013, p. 125 - 126) talks about ‘Protect the Jump’: 
 
“Just about every platformer gives players at least some leeway to change their trajectories while in midair (there 
are some exceptions, such as the earlier Castlevania games). However, you have to be extremely careful with this 
feature, because if you give the player too much control you destroy the mechanism of the game. If I can just “fix” 
my jump completely while mid-ar, how can there any tension> Remember that tension comes from anticipation, 
and if I have complete control at all times, there is nothing to anticipate, everything is immediate.”  

B.4 
Quote from Team Meat’s lead designer Edmund McMillen on Super Meat Boy as seen in Keith Burgun (2013): 
 
“It feels to me better than Mario, which was in my mind the perfact way for a platformer to feel. It [Super Meat 
Boy] feels like Mario, but in a lot of ways, a lot of aspects of it feel better. It feels faster. It feels like I have more 
control especially in the air. I feel like I have complete control over the character, and that is...number one with a 
platformer…” 

B.5 
Richard Stanton (2015) on Super Mario Bros. 3 (Nintendo, 1988) being in the Stanford University History of Science and 
Technology list of the 10 Most Influential Games of All Time: 
 
“Several industry insiders were consulted, each of whom picked some games. Christopher Grant, the editor of 
Joystig.com, was one consultant, and when asked why he selected Super Mario Bros. 3, he said that the game was 
important for its nonlinear play, a mainstay of contemporary games, and new features like the ability to move 
both backward and forward (scroll left, as well as right).” 

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B.6 
Yuji Naka, creator of Sonic the Hedgehog, talking about the game’s speed aspect: 
 
“when you play Mario, however good you are, it always takes let’s say 30 seconds to go through a level. Now my 
idea with Sonic was that you get better you can learn where things are and clear the stage quicker. So when I was 
programming it I thought about how to push that speed factor, so it was more about trying to make it feel 
different from Mario in the hands, and having a more fluid movement than in Mario which can occasionally feel a 
little jagged, stop-start.” 

B.7 
Keith Burgun (2013, p. 127 - 128) on why ‘3D Platformers Are a Bad Idea’: 
“...in a platformer your spatial positioning is absolutely crucial information: pixel-perfect precision in 
jumps can mean the difference between life and death. Yet in a 3D platformer, players have to translate so 
many different angles without the use of depth perception in order to make jumps that more often than not, 
they miss jumps simply due to missing information.” 
 

B.8 
Evan Wells in Uncharted: Drake’s Fortune - Behind the Scenes Interview (Sony Interactive Entertainment Europe 
Limited, 2019): 
 
“So the gameplay in Uncharted is unique. We clearly wanted to bring together elements that were in other games 
but combine them in a way that you never seen in a single game before. So we have three pillars of gameplay: we 
have out traversal platforming mechanics, that we have explored heavily in our past games - in crash bandicoot, 
and in jak and daxter - but we wanted to combine that with some really fast action over-the-top gunpla, and then 
mix it in with the hand-to-hand melee combat as well. A combination of mechanics and interactions that you 
really haven't seen put together before in the same way”. 
 

B.9 
Robert Stam (2002) on the different ways of categorising films: 
“While some genres are based on story content (the war film), other are borrowed from literature (comedy, 
melodrama) or from other media (the musical). Some are performer-based (the Astaire-Rogers films) or 
budget-based (blockbusters), while others are based on artistic status (the art film), racial identity (Black 
cinema), location (the Western) or sexual orientation (Queer cinema). (Stam 2000, 14).” 

B.10 
Satoru Iwata on Nintendo's design philosophy in Nintendo’s 2004 ANNUAL REPORT (Nintendo, 2004): 
 
“Increasingly complex games with intricate game controls, while popular with avid game enthusiasts, are not 
what the majority of the game-playing public is seeking. Most players are not looking for games that require them 
to invest large amounts of time and energy, instead most want games they can enjoy periodically, when there’s a 
free moment of in their day.”

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Appendix C - Research 

C.1 
Blog post (Yacht Club Games, 2018) documenting the success of Shovel Knight (Yacht Club Games, 2014) 
 
C.1.1 
Sales of Shovel Knight over the months on each platforms 

C.1.2 
Sales of Shovel Knight according to percentage of sales on each platform

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C.2 
Results from a survey on the topic of platform games, conducted with a class of Game Design BA students at the 
University of the Arts, and social groups via Steam and Facebook who play video games. These two groups were 
deliberately chosen on the bias they have a basic understanding of video games, rather than random members of the 
public, so the questions are more likely to be relevant their understandings. 
 

C.2.1 
What was the first platform game? 

C.2.2
Is the original Tomb Raider a platform game?

 
 
 

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C.2.3 
Last Platform you Played a Platformer on?

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