Posts Tagged sonic the hedgehog

What made those old, 2D platformers so great?

yoshisisland1 What made those old, 2D platformers so great?

A little while ago I dug into Scary Girl for not being a very fun game. This brought up some discussion about what actually makes a good 2D platformer, so I decided to expand on the topic. Below is a list of what I see as three common aspects of many classic platforming titles. These point are not the only things that made those games great, but they’re a shared base that appears again and again.

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The personality of movement.

arcthelad run The personality of movement.

Arc the Lad's Poco is a clumsy, rotund fellow who must hold onto his hat while running.

A while ago while I was on vacation I spent a lazy Saturday morning channel-surfing. One of the things that came on was Disney’s Pooh’s Heffalump Movie, and something about it immediately stuck with me: the iconic movement of its characters. Pooh clumsily waddled, Piglet frantically scurried, Roo playfully hopped, Eeyore paced at a glacial speed, Tigger carelessly bounced on his tail and Rabbit had a cocksure stride.

Without explicitly stating anything about the characters, these traits imbued them with an instant and very powerful sense of personality. It’s something videogames have been known to do as well, but not that frequently.

sonic the hedgehog 2 0071 The personality of movement.

As Sonic picks up speed, his legs turn into the signature swirling blur.

Of course any character trait can be memorable and evocative as body language is a pretty universal thing. Generic personality quirks, though, tend to be tricky. It’s very easy for quirks to become caricatures, especially if they represent some sort of a cliche, e.g., the gruff loner who always crosses his arms. They also cover a large field with plenty of subtleties that are not always feasible to implement. Then there’s the issue of plugging them in: do they happen automatically, or are they random, or only initiated by the player?

There’s validity to all these approaches, but movement is unique because it’s pretty much a guarantee. Your characters will move, so why not use that? It worked wonders for Sly Cooper and his fast and soft gait, and for Altair with his weighty, coiled-spring like movements. And hey, sometimes even cliches are preferable to no personality at all…

Supplemental:

A new post on Gamasutra has popped up that deals with body language a bit more in-depth, so I figured I’d add a link to it.

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The greatest collectible of all time.

supermarioworld coinarrow The greatest collectible of all time.

One of the famous coin arrows in Super Mario World.

In-game collectibles are a staple of platformers and play a big part in various videogame genres. They help to fill out maps, provide points bonuses and aid the player in overcoming the game’s challenges. They also flesh out the setting, sometimes even being used as part of its architecture, e.g., the coin-arrows in the various Super Mario games.

finalfantasyvi clockelixir The greatest collectible of all time.

Apparently all clocks in Final Fantasy VI are secretly powered by elixirs.

Collectibles seem to speak to the kleptomaniac side of our personality, encouraging us to take all that we see. In console RPGs, it’s common to break into people’s homes, rummage through their belongings, and generally pillage the entire world that you’re trying to save.

And why not, really? After all, as players we want to be rewarded for exploring. It’d be awfully dull going from one empty room to another, so letting us interact with the game as if it were an episode of Supermarket Sweep might not be such a bad idea.

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