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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