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Column > What makes a ... Platform Game?
What makes a ... Platform Game?
By Cook Train, RareDark.com Columnist


        Well, indeed, what does make a Platform game? We've all played them, most of us loved them, there was something about that simplistic gameplay that keeps drawing us back. Even if it is just making a little fat Italian plumber jump over pipes and blocks, we can find entertainment value in it. Let's stroll down memory lane and see which classics have given us the longest memories.

        I won't go for the obvious right off. One game I spent many an hour on as a child playing was my Zelda Game and Watch LCD screen game. I was the size of my wallet, and thick as a brick. The graphics were simple and all you had to do was ascend to the second screen, where you would face a dragon. Not exactly plot of the century and it wouldn't win any beauty contests, but it was there, that little quirk that made me always come back. What I'm saying is this. The aim of a platform game is not to be challenging, not to perplex the mind, but to offer simple satisfaction. Now lets move on to something which many more of you might know.

        He's so infectious, he's already got me to mention him once in my article. Yep, you got it, Mario. Another fine example of simplicity gone right. Being 2D means there is not a whole lot of scope in directional variation. Not that it's needed. You walk left, you jump up, you come down right on some poor unsuspecting Goomba's head and puff, it's gone. Do this many more times and you'd get bored. Since this is only the introduction to the first level, you expect a little more. On paper, there doesn't appear to be much more, but tasting is the proof of the pudding. Nothing too complex, nothing too glamourous, just pure unadulterated gameplay. All Mario is doing is trying to save his "friend" Princess Peach/Toadstool. Something about that couple don't add up. Another addictive feature is the annoyance factor. For a game so easy, as a child, I found many parts that need repeat jumping, a killer. Time after time, you think it's done, and the last platform just isn't in the right place. Back to the start you go...

        One of the other annoyance factors was storming through a level, like a bat out of hell, when all of a sudden, you crash into a bad guy. Once again, you're dead. If only something could prevent this, like a projectile... A game I haven't had a long time playing except for one moment of high exposure is "Joe and Mac - Cavemen Ninjas". This classy arcade machine was the only thing I could do to pass the time while waiting to go in for my orange belt karate exam. This was my first taste of two player platforming goodness. Another examinee, who towered over me at the time, gave me a hand in smashing Uga-Uga scum. We were both armed with bones and clubs or sorts. Another first was the fact we were armed. No more leaping onto the dome of enemies. We took them head on a bashed everyone in sight.

         About one and half years later, I opened my Xmas gift and found the most powerful console I had ever had. I pulled my Mega Drive, which you may know as Genesis out of it's box and set it up. Now was time to move into hyperspeed with the almighty blue one. The ideas were almost identical to those of Mario. Walk right, jump, SPLAT! This would be far from orignal were it not for the jakked up speed and incredible rush of adrenaline you get from flying 800 mph round a loop-de-loop. This game had a cool issue that just couldn't be addressed by a fat italian plumber. There was also a somewhat driving plot. The entire story can't really be gathered from just the games, I had the priviledge of reading some sonic novels and have a little more background than most. Involving stuff, I can tell you... Yah, right.

         OK, so I didn't really cover much ground in this article. I just highlighted a few familiar examples that everyone can relate to and I sort of brought up some others that you might not of heard of. I can try and outline how to make a platform game that would be the best blend. I'll try to do this with all my columns of this nature. So how do I see the perfect platform game? Well firstly, it needs to be simple. That pick up and play quality that makes a game worth every penny. It needs something quirky, something to use as a gimmick, such as Mario being a plumber or Sonic running incredibly fast. Something to make the game worthwhile, a reward system, or a competative edge to bring something as afterplay. Another aspect that I would see as very important, but not so for other gamers I suspect is an enthralling storyline. The Metal Gear series kept me engrossed as I played through to see the latest. A good storyline is never to be underestimated. Now if they can keep the jumping and challenging platform crossing sections I think you'd get the perfect platform game. Or rather... my perfect platform game. Keep on Playing.

© Cook Train, October, 2001 for RareDark.com

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