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.


1). The Moveset

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

Sonic CD saw the addition of the dash move. It left Sonic more vulnerable than his spin dash, but it lasted longer and was a great way to instantly build up speed.

The moveset is a nebulous term that encompasses all of the player character’s abilities and properties. These include the standard run and jump, but also other mechanics such as sliding, and the rules of various behaviours, e.g., how much time does it take to accelerate to a maximum velocity, how does the character react when he’s hit, etc. Temporary powerups such as Mario’s Starman and permanent modifiers like Mega Man’s boss weapons also fall under this umbrella.

So what makes a great moveset?

Well, let’s start at the beginning. First of all — and it’s hard to believe that this needs to be explicitly stated —  the moveset should be very clear and accurate. There’s nothing worse than running over a collectible and not picking it up. Well, unless it’s getting hit by an enemy that’s clearly not touching you. This kind of stuff is incredibly frustrating, and it makes the player feel cheated by the game.

megamanxslide1 What made those old, 2D platformers so great?

Mega Man's wall-slide and wall-jump mechanics added a lot of gameplay elements to the famous series.

As soon as we’re sure that we’re not actively pissing off the audience, we can build a connection between the player and the game itself.

To start off, the interface needs to be quick and responsive. Input should have an immediate effect on the character in order to foster a sense of full control. Granularity and different control techniques, i.e., pressing, tapping and holding, are also important as they provide a level of precision to the movement.

It’s important to note that the majority of 8-bit and 16-bit games actually ran at 60 frames-per-second. Sure, many of the animations were composed of only 2-5 frames, but the actual motion of the sprites was very smooth. This not only aided the physics, but also created a very dynamic sense of movement.

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

Yoshi's Island has one of my favourite movesets of all time.

Now precision in platformers is often associated with pixel-perfect leaps that — if not properly executed — result in game death. While that is sometimes the case, precision is an ever-present facet of these titles that’s experienced at virtually all times, e.g., jumping up to a moving platform, dashing through a tight tunnel, firing shots at floating enemies, etc.

So how do we actually make the moveset fun?

Well, there’s something to be said for vicariously living through a speedy, agile ninja that performs maneuvers one would not likely do in real life. However, what I consider even more important to the “fun factor” is the integration of the moveset with the various facets of level design itself.


2). The Levels

On largely aesthetic level, it helps a great deal if the game is composed of various zones that each have their own unique look. Of course that uniqueness is often accompanied by numerous interactive objects that add variety and help with the pacing, but there’s one small detail that occasionally falls through the cracks: the separation of foregrounds and backgrounds.

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

Donkey Kong Country has experienced a bit of a backlash over the years, but it was a stellar platformer with clearly outlined levels.

This might seem like a relatively small issue, but if not handled correctly, it can confuse and frustrate the player. Confusion is rarely a good thing, and pretty art is a poor consolation for jumping on phantom platforms.

Now as far as the environments themselves, it’s not a coincidence that they’re often filled with all sorts of slides, bridges, trampolines, ladders, etc., In a way, they’re simply playgrounds for the player, both literally and figuratively. They cater to the moveset and enhance the flow of the game.

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

Bonk's Adventure was relatively slow-paced and straightforward, but it included some truly bizarre and entertaining levels.

Smart playgrounds also funnel the player into using his various abilities. Once again, this is to provide a wide array of experiences by fully utilizing existing resources. The funneling itself can be subtle — indicating a path through a series of collectibles — or forced — requiring the player to scale a wall in order to proceed.

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

A great example of organic playground elements in Akumaj? Dracula X. The long water slide ends with a leap onto dry land, quickly followed by a boat ride with the ferryman.

When designing levels, a guiding approach also helps with creating specific setups for how the player enters and leave a specific area. For example, a path of collectibles can lead to an isolated spot that contains a useful powerup. Getting there requires a series of leaps and wall jumps that take the player through the lines of collectibles and deposit him at the desired destination. On his way back, the collectibles are gone, removing the need to retrace steps and making the descent itself easier and more enjoyable.

supermariobros3 What made those old, 2D platformers so great?

A good example of incentive-funneling in Super Mario Bros 3. A flight-leaf powerup is followed by a straight runway that ends with a path of coins leading up into the sky (where more collectibles await).


3). The States

Picture this scene: your character is jumping through the air, an enemy is homing in on him, and a stray missile explodes and destroys a brick wall. A snapshot of this scene reveals multiple states: jumping, homing in, and exploding/crumbling.

States are basically logical denominations that encompass various behaviours and properties of “game objects.” They give standard enemies and end-level bosses a rudimentary intelligence, and challenge the player to decipher and exploit their patterns. This imbues them with personality, and once again encourages the use of various techniques to defeat them.

megaman3rollers What made those old, 2D platformers so great?

Every Mega Man game is filled with enemies that all have unique, state-driven behaviour.

However, states are just as important to the levels themselves as to their inhabitants. Even though it’s easy to visually separate enemies and interactive objects, they’re largely the same thing. Springs, conveyor belts, swinging vines, breakable walls, etc. fill out the playground, and they do a tremendous job of turning a static image into a living, breathing environment.

On the initial playthrough, states encourage experimentation and improvisation. Despite the fact that they’re entirely predictable, they also enhance the replay value. Learning the mechanics and patterns of a game guarantees that the player — at least to a certain extent — will continuously get better at it. In some cases, this can even lead to the creation of speed runs.

And if you really doubt how vibrant a game can be largely through its use of states, click the play button below.


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

Time the occasional jump, and you can blast through this level at top speed.

Now as you start putting all three of these principles together, chances are you’ll also foster those intentional and emergant moments that players tend to remember.

What moments, exactly?

Well, it’s stuff like using pinball bumpers to dart around in Sonic the Hedgehog while avoiding the boss’ attacks. It’s exploring all new underground caverns in Super Metroid thanks to a special ability. It’s running through a level of Super Mario Bros. without stopping while piranha fish sail above you, but never quite touch you.

The flow created by intelligently combining movesets, levels and state mechanics is a large part of what makes platformers fun.

And as a final point, the combination of all three of these aspects can actually be seen in the intro to Indiana Jones and the Raiders of the Lost Ark, and who didn’t like that?


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  1. #1 by PateraSilk on May 13, 2009 - 3:07 pm

    question. has ’side-scrollers’ been retconned to ‘platformers’ for people who grew up post-2d gaming, or have i just always called them the wrong thing?

    This comment was originally posted on Reddit

  2. #2 by TheManagement on May 13, 2009 - 4:05 pm

    Well, there were plenty of platformers that had no scrolling and all took place on a single screen…

    This comment was originally posted on Reddit

  3. #3 by Tokugawa on May 13, 2009 - 4:09 pm

    http://www.youtube.com/watch?v=MXIzyquw-kc

    This comment was originally posted on Reddit

  4. #4 by nikdahl on May 13, 2009 - 4:19 pm

    Interesting, but I’m just not sure how you can have an article on 2d platformers without including Commander Keen.

    This comment was originally posted on Reddit

  5. #5 by vbl on May 13, 2009 - 4:28 pm

    You had the standards of a 12 year old when you played them.

    This comment was originally posted on Reddit

  6. #6 by TheManagement on May 13, 2009 - 4:31 pm

    Well, the article wasn’t about all platformers ever conceived, just about the genre in general. Also, while Commander Keen was good, I don’t think it ranks up there with some of the other games I used as examples.

    This comment was originally posted on Reddit

  7. #7 by DGolden on May 13, 2009 - 5:08 pm

    [Commander Keen](http://www.youtube.com/watch?v=CyTDI2ATb6k), 1990, wasn’t a bad game or anything, but it was more remarkable for being playable, even fun, *on a typical PC of the time with EGA hardware* – a pretty mediocre gaming platform compared to the likes of Amiga/Megadrive/SNES available at the time. As 2D platform games go it was pretty formulaic IIRC, just bringing the winning 2D platformer formula to the then-game-impoverished PC.

    This comment was originally posted on Reddit

  8. #8 by innocentbystander on May 13, 2009 - 7:29 pm

    Agreed. If you go back and play Apogee’s old platformers, none of them are really that stellar. What made them notable was that they existed *at all* back in the late 80s / early 90s.

    This comment was originally posted on Reddit

  9. #9 by zergl1ng on May 13, 2009 - 7:55 pm

    Nothing at all?

    This comment was originally posted on Reddit

  10. #10 by Yohnstoppable on May 13, 2009 - 10:33 pm

    I disagree. Super Mario World, Super Metroid, Contra, Mega Man 1-3, Donkey Kong Country, the early sonic games, Super Ghouls and Ghosts, and others are awesome no matter what your age. Hell, just look at the Metal Slug series. Released after 3d and still fun as hell.

    This comment was originally posted on Reddit

  11. #11 by Ufee on May 14, 2009 - 2:37 am

    Indeed. Most modern platformers can’t even keep my interest, but these old games are still fun.

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  12. #12 by xwonka on May 14, 2009 - 5:08 am

    Perhaps it was having nothing better to compare them to. Sorry. I’m jaded in regards to retro gaming.

    This comment was originally posted on Reddit

  13. #13 by eoin2000 on May 14, 2009 - 5:13 am

    They were far more difficult, IMO. That, and I had a more sharply competitive streak in me when I was younger… I remember getting close to violence on many occasions, wanting to throw the damn thing against the wall as hard as I could and then have a dance on its remains. Having a game where you could reach the last level and then get booted back to the start is very rare these days (Contra/Probotector…*sigh*). Good times.

    This comment was originally posted on Reddit

  14. #14 by somedoody on May 14, 2009 - 5:23 am

    Your age.

    This comment was originally posted on Reddit

  15. #15 by Adam on May 14, 2009 - 7:43 am

    Great article! I guess I never really thought about what made em fun, but this is interesting.

  16. #16 by beinjuu84 on May 14, 2009 - 7:53 am

    Dracula X was amazing!

  17. #17 by ShadyJane on May 14, 2009 - 8:15 am

    Back then there was no story, or depth, or character development. There was no user-friendly 1st level to introduce the player to the game. Everything was based around difficulty and once you started getting good at the games it made you feel like a GOD.

    This comment was originally posted on Reddit

  18. #18 by rhedwolf on May 14, 2009 - 10:44 am

    WTF does the author mean by "states"?

    This comment was originally posted on Reddit

  19. #19 by psykotic on May 14, 2009 - 11:33 am

    Most of the old games still play well, though some have way clunkier controls that I remembered. Try revisiting the first Castlevania. Damn! If it wasn’t for nostalgia and the still-awesome music, I’m not sure I could tolerate it. Mega Man’s slide in the later installments is also less responsive than I remember; other than that, the controls are still pretty great. I replayed Super Metroid from beginning to end last weekend and it also has clunkier, less responsive controls than I remember but it’s still a near-perfect game despite all that. Have you played Cave Story? It has some of the best controls of any platformer I’ve played, not to mention everything else it has going for it.

    This comment was originally posted on Reddit

  20. #20 by TheManagement on May 14, 2009 - 11:45 am

    I’m not sure how much storytelling has progressed in platformers, but they all had some sort of a learning/difficulty curve. Yoshi’s Island went so far as to include a tutorial level with (thankfully) optional signposts explaining your character’s moveset. While it’s true that some of these games started off on a slightly difficult note — at least to a novice — the difficulty seemed as if it was always meant to ramp up. In other words, they did start off easy and get harder in the designers’ eyes. The early stages were also often used as a tutorial, just not a blatantly obvious one. They funneled the player and encouraged experimentation that familiarized him with the rules and mechanics of the game, e.g., the first level in Super Mario Bros. 3 I used as an example — without any text, it encouraged getting the Racoon suit, then running and jumping to get the coins, which in turn revealed that it could be used to fly around.

    This comment was originally posted on Reddit

  21. #21 by Railizin on May 14, 2009 - 12:21 pm

    god i hate those flash platformers where the backgrounds look the same as foregrounds. you think the artists would know better..

  22. #22 by sea5ons on May 14, 2009 - 1:36 pm

    Sometimes story and character development just gets in the way. If a game is going to emphasize story and force me to sit through dialogue and cinemas, they’d better be good! Otherwise, I’ll watch a movie. If it’s going to be a half-ass story with weak dialogue/voiceacting, then it’s going to infuriate me. Thus, I like the storyline of say, FFXII but I can’t stand most JRPGs because it is so incredibly boring. This is coming from someone who played a lot of RPGs back in the 16bit era.

    This comment was originally posted on Reddit

  23. #23 by ShadyJane on May 14, 2009 - 1:51 pm

    I totally agree. Xenogears is the best example I can think of. The story is fantastic (imo) but the way it’s presented has the PLAYER not doing anything but reading for up to 45+ minutes at some points. Unacceptable.

    This comment was originally posted on Reddit

  24. #24 by ShadyJane on May 14, 2009 - 2:05 pm

    Your SMB3 example is probably the best example I’ve ever heard on this topic. I sure do remember sprinting through those coins for the first time and, to my surprise, taking off with my aerial powered raccoon tail (lolwut?). The real them of my original comment however was just about absurd difficulty. Look at a game like Battletoads (which I’d argue is a platformer). The difficulty is unbelievable. It requires you to effectively memorize the entire game because there’s not feasible way to beat it otherwise…something I have never done. But for those people who have defeated battletoads…they must feel like GODS.

    This comment was originally posted on Reddit

  25. #25 by rjg232 on May 15, 2009 - 12:06 am

    FTA: >Springs, conveyor belts, swinging vines, breakable walls, etc. fill out the playground Basically, objects that are not the player and not enemies.

    This comment was originally posted on Reddit

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