Game Design Deep Dive
Game Design Deep Dive
Game Design Deep Dive
Deep Dive
Game Design
Deep Dive
Platformers
Joshua Bycer
CRC Press
Taylor & Francis Group
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Acknowledgments ix
Foreword: A Game Design Deep Dive into Platformers xi
3 Committed Jumping 9
3.1 What is Committed Jumping? ................................................................. 10
3.2 Committed Jumping Limitations ............................................................ 10
4 Variable Jumping 13
4.1 What Is Variable Jumping? ...................................................................... 14
4.2 Committed vs. Variable ............................................................................ 15
v
5.3 Sonic’s Boom............................................................................................... 21
5.4 Mascot Popularity ...................................................................................... 23
5.5 The Wide World of Mascots .................................................................... 25
6 Basic 2D Design 27
6.1 Jumping Logic............................................................................................. 27
6.2 Camera Angles............................................................................................ 28
6.3 The Factors of Jumping............................................................................. 30
6.4 Creating Multiple Jumps........................................................................... 32
7 Advanced 2D Design 35
7.1 Level Flow and Structure .......................................................................... 35
7.2 Teaching the Player.................................................................................... 37
7.3 Obstacle Design .......................................................................................... 38
7.4 Platforming Challenge Design ................................................................. 40
7.5 The Hardest Jumps .................................................................................... 41
7.6 Fall Damage................................................................................................. 48
vi Contents
11.3 The Mario 64 Formula .............................................................................. 67
11.4 The 3D Mascot Rush ................................................................................. 70
11.5 Three D Adventure Platforming ............................................................. 71
12 Three D Design 73
12.1 The “Depth” of 3D..................................................................................... 73
12.2 Three D Camera Design ........................................................................... 74
12.3 The Shadow Knows ................................................................................... 77
12.4 Subjective Difficulty ................................................................................... 78
12.5 Auto-Jumping............................................................................................. 80
Contents vii
17 Expert 2D Design 115
17.1 Level Philosophy ...................................................................................... 115
17.2 Creating Mechanics ................................................................................. 119
17.3 Challenging vs. Frustrating..................................................................... 121
17.4 Collision Detection .................................................................................. 125
17.5 Tracking Timers ....................................................................................... 129
18 Conclusion 131
Glossary 133
Index 137
viii Contents
Acknowledgments
For the months I spent writing this book, I had a special offer for my fans
and supporters. For anyone who donated a select amount to my patreon
(http://patreon.com/gwbycer) or via online donation, they received an acknow-
ledgment in this book. Keep an eye out for future works of mine, as I’ll be
making similar promotions there. Without further ado, I would like to thank
the following people for contributing that helped me to focus on this book:
Charles Currer
D.S.
Mike M. Garcia
Robert Leach
Irish Mojo
ix
Foreword: A Game
Design Deep Dive
into Platformers
Some of the most fascinating parts of game design occur at the individual
layer of mechanics or systems that become the basis for a title. Far too often,
new designers will approach a design and not understand the depth that sep-
arates the great titles from the not so great. For that reason, I wanted to
create a new series of books called “Game Design Deep Dive” to shine a light
and explain how simple actions can have complex designs.
And what better place to start with than one of the first game mechanics to
achieve popularity? Jumping has been around since the early 1980s, and for
a time, the platformer genre was the most popular and developed in the
industry.
Jumping is a mechanic that looks very simple to design – with many first-
time developers making their first game a platformer. As we’re about to dis-
cuss in this book, there is a lot that goes into making the mechanic feel right
in the player’s hands.
I hope you enjoy this book, as there are plenty more topics to examine in
future design dives. As always, please let me know what you think about the
book at [email protected].
xi
1
The Legacy of Jumping
Jumping, and by extension, platforming, have been around for over 30 years.
It is the genre that kick-started Nintendo’s dominance of the console market;
it was the most popular genre of game being developed in the late 1990s; and
it still has relevance to this day.
For a lot of students and first-time developers, just being able to get
a character to jump is the game design equivalent of getting a program to
output “hello world.” Considering how much game design has evolved, it’s
1
easy to look at platforming and jumping as being basic elements, and that is
why this first book in this series is dedicated to it.
The line between the very best and very worst platformers is very wide,
and it can be hard for designers and consumers to understand the difference.
Platformers, along with action titles, are some of the best examples of skill-based
design. Playing one, it’s all about the player figuring out how to guide their character
5
We’re not going to be focusing on individual games that much in this
book, but it’s important to talk about major milestones in platformers and
how they created the foundation for titles that featured jumping.
To start with, the term “platformer” originally referred to games where
players would climb up or down ladders with platforms between them; with-
out any form of jumping. There were several games released before and after
what would become the standard, but since this book is focused on the act of
jumping, we won’t be spending time on them.
The accepted modern definition of a platformer is a game where the pri-
mary mechanic involves jumping – usually over or around obstacles.
In 1981, we would get our first example of true platformer design with
Donkey Kong.
9
3.1 What is Committed Jumping?
The simplest form of jumping as a mechanic is committed jumping –
where the player has no control over their character once they’re in the
air. Without direct contact with Nintendo, I can only assume that the
reason this was in the original Donkey Kong was as a way of mirroring
real life jumping.
Of all the ways to implement jumping in your game, committed is by far
the easiest. By removing the player’s control over their character, they are able
to quickly figure out whether or not a jump will be successful. This design
extends into the UI of the game by only giving the player at minimum two
fixed ways of jumping – a standing jump and a moving one.
We’ll be talking more about level design and creating the act of jumping
in Chapter 6, but for the moment, committed jumping means that the
designer knows exactly how far and how high every jump the player will
make. From there, it’s easy to design the length of gaps and where to place
obstacles.
In this regard, committed jumping turns obstacles into pseudo-puzzles –
where there is only one intended way to get over the obstacle.
Many developers who are making their first game – or specifically making
a retro game homage – will use a committed jumping foundation for their
platformer. However, this does present several limitations that must be accom-
modated in your design.
3. Committed Jumping 11
12 Game Design Deep Dive
4
Variable Jumping
13
4.1 What Is Variable Jumping?
For lack of a widely agreed upon term, I’m going to use variable jumping.
This is another form of jumping where the player has more control over their
character in the air. Instead of being locked into whatever direction the initial
jump began in, the player can move left or right within the character’s max-
imum jump range. Unlike committed jumping where there are only two kinds
of jumps, variable jumping allows for far more variety based on different vari-
ables that we’ll talk about in Chapter 6.
Obviously, this is less realistic than committed jumping, but it opened up the
door for evolving platforming design, the reason being that the player (and by
extension the designer) is not limited to only two locked velocities. Instead, the
player is given far more control over where the character will land. Many plat-
formers introduced challenges where the player must quickly jump around or
through obstacles that needed to be perfectly timed.
One of the first examples of this would come from Nintendo with Super
Mario Brothers. Even though Mario’s movement in the air was limited, it still
allowed for players to adjust his trajectory.
A major part of variable jumping is the idea of micro-adjustments, or
being able to make slight adjustments in the character’s velocity to avoid
obstacles.
The use of micro-adjustments has become a staple of expert platformers and
the Kaizo era of games, which we’ll be focusing more on at the end of this book.
4. Variable Jumping 15
5
The 2D Mascot
Platformer Era
17
5.1 Genesis Does What Nintendon’t
When most people think about 2D platformers, they will go with a mascot plat-
former. The 2D mascot platformer started with the original Super Mario Brothers in
1985. Tracking the end of this period is difficult, as major studios were still making
2D platformers into the 2000s, with the torch being passed to indie developers last
decade. With that said, we begin with the rivalry that changed the game industry.
The Sega/Nintendo rivalry of the late 1980s into the 1990s marked
a monumental period of the game industry, which has been discussed in
many other books. These two companies made decisions that would come to
impact the game industry to this very day – such as Nintendo causing Sony to
develop the PlayStation after cutting them out of a partnership deal.
Both companies put out marquis platformers that set the standards for
mascot-driven games. With Nintendo having a head start with the Nintendo
Entertainment System (NES) in the USA, Sega branded themselves the oppos-
ite of Nintendo, and by extension Sonic vs. Mario.
At the time of Sonic the Hedgehog’s release in 1991, Nintendo was ahead in
the USA with Super Mario Brothers 1, 2, and 3 already out, and Super Mario
World to be released shortly after Sonic’s first game in the USA. We could
dedicate entire series of books examining each series, but for now, we want to
examine the platforming design.
27
Even though this is not a programming book, it’s still important to understand
the basic principle of implementing a jump. At the simplest level, the character
has two states they can be in – a “ground” state and an “aerial” state.
When the character is on the ground, pressing whatever button performs the
jumping action will lift the character up in the air dependent on several variables
that we’ll talk about in Section 6.3. While the character is considered “aerial,”
depending on the game, pressing the jump button again will not let the character
jump again. Likewise, walking off a platform will trigger the aerial state, due to
the game checking for whether or not the character is on a surface.
No matter the design of the game, every platformer will feature at minimum
two kinds of jumps – a standing jump and a moving one. While jumping is obvi-
ously important, the camera plays a crucial role in design and pacing.
While you can’t see it in this image, the enemies all infinitely respawn whenever
the camera reaches invisible trigger points
6. Basic 2D Design 29
Level design and the camera go hand-in-hand, because the player’s only
view of the obstacles and level come from the camera. We’ll be talking more
about level design in Chapter 7, but for the moment, there is a difference in
structure between the player only viewing one screen’s worth of information
at a time, versus the camera continually panning.
It’s time to turn our attention to how jumps in platformers are defined and
what your options are when creating them.
• Jump Delay;
• Jump Max Height;
• Jump Minimum Height;
• Jump Canceling;
• Jumping Ascending Speed;
• Jumping Descending Speed;
• Committed or Variable;
• Momentum;
• Horizontal Movement Speed;
• Number of Additional Jumps;
• Jump Distance.
While this book is focusing on jumping, it’s important to briefly mention how
running impacts the player’s ability to jump. The faster the player is moving
on the ground, the greater the momentum they bring to the jump. Some titles
have fixed movement speeds, whereas more complicated titles will use physics
to constantly impact the player’s speed. If the player achieves top speed too
quickly, then it becomes harder to control their character. On the other hand,
a character can feel sluggish if it’s the other way around.
For each factor outlined above, we can look further at what they can
impact when it comes to jumping and the general design of your title.
6. Basic 2D Design 31
and balances all obstacles in your game. The closer you make the distance of gaps
to the jump distance, the harder it will be to make those leaps. Older platformers
sometimes placed ledges just at the edge of the maximum possible jumping dis-
tance, requiring players to time their jump perfectly to succeed. The character’s
maximum run speed will also determine the maximum jump distance.
These variables are locked from a design standpoint and each one will have
dramatic impacts on the design and balance of your game. Even though that
may seem limiting, with enough creativity, there is plenty of room for making
your jumping and platforming different.
1. Variable jumping, with the character only having one fixed jump
height;
2. Variable jumping with the character having a high standard jump,
and a slightly higher one while holding down the button;
3. Variable jumping where the character has a high maximum jump
height and can cancel out at any time.
When you apply other buttons and actions to the act of jumping, even more
combinations can be created. While we will be talking about 3D design later
in this book, the 3D Mario games each feature multiple jumps based on differ-
ent factors and button presses.
With Super Mario 64, Galaxy 1 and 2, Sunshine, and Odyssey, Mario expanded
his jumping to (but not limited to) spin jumping, back flipping, wall jumping,
triple jumping, long jumping, diving, horizontal flip, and much more.
Speaking of wall jumping, there are multiple properties that go into just
that one kind of jumping – to the point where we could even dedicate
a section just to it. To be complete, wall jumping is the act of pushing off
a wall in the same way as a character jumps off a ground surface. Some games
allow the player to “jump up” walls parallel to each other.
Depending on the player’s horizontal speed, it could be possible to jump
up just one wall, as is the case with titles like Super Meat Boy and N++ (both
will be talked about later in the book).
If you’re going to make use of additional jumps that are tied to button
combinations, it’s important to have something in-game to reference that.
Some older titles gave the player an enhanced jump that could only be per-
formed by holding down on the controller for a second, or pressing both up
and the jump button.
In the platformer Tom and Jerry, Jerry has a higher jump that could only
be performed by pressing the jump button just after he lands from a regular
one. One of the most infamous examples came from the game Batman Forever
that is the only game I’m aware of that tied the select button to a jump com-
mand. These kinds of jumps would not be figured out by someone who was
just trying to learn the game.
6. Basic 2D Design 33
The kinds of jumping in your title will impact the level design of your
stages. Any tweaks made to the jumping in your title will often require the
levels to be redesigned in order to accommodate them. As an example, if you
increase the player’s maximum jump distance, then all gaps will have to be
widen if you want to keep the game challenging.
Now that we’ve gone over the basics of jumping, it’s time to talk about
what someone is going to be using it for.
35
safe. Some games allow the player to checkpoint after any section is complete,
while others will make use of specific areas that save the player’s progress.
The further the player has to go before the game saves the progress typic-
ally means that the game is on the harder side of platforming. It’s considered
fair in today’s market that if your level goes on for more than a few minutes
to include at least one checkpoint.
To keep things streamlined, we’re going to refer to a section as the sum total
of obstacles before the player’s progress is preserved via a checkpoint. There is no
limit to the number of checkpoints you want to include in your game, but the
less progress the player loses when failing usually makes for an easier experience.
In our previous design chapter we brought up how important the camera
is to 2D design. For some games, a section may literally be one screen’s worth
of obstacles for the player to get past. This kind of design is usually seen in
adventure and puzzle-based jumping. As 2D platforming evolved, sections
grew to encompass multiple screens and require different kinds of skills.
We’ll be talking more about the philosophy of level design in Chapter 17, but
for now, it’s important to understand that a level typically gets more challenging
over the course of the entire level. You don’t want to start the level with your
hardest situations, as it would upset the flow of the stage. By extension, the diffi-
culty curve of the overall game also grows harder from beginning to end.
When it comes to very challenging or unique sections, it’s considered good
form to have a checkpoint before and after. This way, the player is able to
concentrate on doing something very technical and then focus on a new sec-
tion when it’s done.
7. Advanced 2D Design 37
This is the first introduction of the spring mechanic, and it’s designed to be a simple
as possible for the player to use
The more important a technique is to playing your game, the earlier you
should introduce it. If there is a mechanic that requires a specific action to
perform it that the player wouldn’t figure out through regular play, then you
must introduce the player to its existence.
We can use the game Celeste as an example. Celeste is a platformer that
allowed the player to dash in any direction and carry that velocity into differ-
ent actions. There is a maneuver that requires the player to dash up a corner
and perform an extended wall jump. The game makes no mention of its usage
during the normal route, even though it would be usable in various situations.
It officially gets introduced when players enter the B-side (or extra-hard) set
of levels where it’s required to win.
1. The player does not interact with it at all and avoids it at all cost;
2. The player has an actual weapon of attack by which they can defeat
the obstacle;
3. The player can defeat an obstacle by landing on it while jumping.
Obstacles that fall into the first group are the most common in the platformer
genre. The most famous example would be the ubiquitous “death pit” – where
the player would fall off screen and lose a life. Older games that made use of
vertical scrolling tended to turn the bottom of the screen into an ever present
death pit for the player to avoid. Another popular form was the use of “spikes”
to denote an area that would kill the player if they touched any of them.
7. Advanced 2D Design 39
example. In the game, players rode flying ostriches and whoever was higher
upon impact would win.
With the wide range of platformers released, some allowed the player to
defeat enemies this way, while others didn’t. This could often lead to mech-
anic confusion by the player if they played a variety of titles. If your game has
enemies that you can and cannot defeat by jumping on them, then you need
to make some kind of visual distinction between the two – such as Mario’s
“spiny” enemies.
Regardless of the obstacle, a big distinction in platformers comes down to
the number of hits the player has to take to lose a life. The more chances the
player has, the easier the game would be. Advanced play in titles where the
player can take multiple hits is to purposely take damage, or to “damage
boost” their way through harder sections.
With that said, many platformers will feature obstacles that are instant
death no matter what; such as the death pits mentioned above.
Let’s go over each point. Typically the surface that the player is jumping from
is static – allowing the player to focus on what they’re doing. Messing with
the jumping point requires the player to process additional factors and
increases the difficulty (we’ll go into more detail in the next section).
What happens in the air is dependent on the mechanics of the game. The
simplest way to add challenge is to have obstacles that the player must avoid
while the character is in the air. This can be from dodging projectiles coming
at the character, to making sure that they don’t hit something above or below
the character. Advanced platformers may give the player the ability to double
jump or propel themselves a limited number of times. The more elements the
player has to manage ultimately adds to the complexity of the jump.
Finally we have the landing point. The basic way to make landing harder is
to have the platform or piece of ground moving. The player must figure out
the best time to jump by judging the speed of the movement with their own
movement in the air.
The size of the landing point is also a factor. The less room for the player to
land on can lead to some of the hardest jumps in games. For games that allow
the player to bounce off enemies, landing on them creates a one-time platform
that the player must use or they will miss their opportunity to keep going.
The more elements at play, the harder it will be for a player to put all that
together. With the factors mentioned, we can now discuss some of the hardest
forms of jumping and platforming seen in the genre.
7. Advanced 2D Design 41
The player’s control over their character is a delicate thing, and if they feel
like they’ve lost control – or the character is not behaving how they expect them
to – the game experience will suffer as a result. Elements that purposely mess
with the player’s control are where we get to the hardest kinds of jumps. What
you don’t want is the UI itself affecting the player’s control over their character.
An example would be if the player can’t easily cancel out of a jump – lead-
ing to many accidents of hitting something above them. A big issue is if the
game itself dictates the nature of the jump – such as automatically deciding
the velocity of the jump without further input from the player.
With all that said, we’re going to discuss some of these challenges seen in
platformers from the early days to the modern era.
Blind Jumps
A blind jump is where the player must leap to safety without being able to see
their character or the platform they’re trying to reach. Oftentimes, these jumps
occur when the camera is not properly showing the game space to the player.
Some games will purposely design these sections by having on-screen elements
that reduce the player’s vision, such as darkness or foreground details.
Many older platformers would have the player jump so high that it caused the
camera to pan up while they’re in the air. The problem was that while the player
was in the air, there was no way to also view the platform they were aiming at.
Character-Wide Challenges
A character-wide challenge is when the player must maneuver around some-
thing where the amount of space that is safe is equal to the width of the char-
acter, or more specifically their hitbox.
The margin of error is the highest when it comes to character-wide chal-
lenges, which is why they are so difficult to perform. The more of these in
a row that need to be performed leads to very frustrating challenges.
When trying to jump to or from character-wide platforms, the player needs
to be careful not to fall off the platform. An interesting challenge is when the
player must make repeated jumps to character-wide platforms in a single
maneuver. The reason why is that, depending on the spacing between them,
the player will not be able to gather enough momentum from a standing
jump to reach the next one in the chain.
7. Advanced 2D Design 43
We’ll be talking about Super Mario Maker later in this book, but many
designers love to throw in sections of the player maneuvering around charac-
ter-wide obstacles; sometimes even building the entire level around it.
What makes character wide-challenges so polarizing is that they’re not
about learning the level or growing in terms of skills, but performing a highly
specific set of motions without any sense of mastery or further input by the
player. That kind of difficulty can be seen in the next jump.
In this situation, there is literally only one way for the player to make the leap.
Adding difficulty to these jumps is that it can be very hard to determine how far
the player needs to be on the edge before making the leap. Oftentimes, the hitbox
of the character is not consistent with the character model itself, leading to cases
where the character model can be barely on the edge yet still count.
Many of these jumps end with the player either leaping too soon and not
bridging the gap, or waiting too long and the character just falls off the edge
without jumping. Similar to character-wide challenges, pixel perfect jumps are
harder to balance due to the precision required to complete them.
Other games will have multiple jumps all dependent on what position the
player is at on the platform. What makes these kinds of jumps difficult is the fact
that the player has no control over the platform itself and its impact on the play-
er’s jump. Many expert challenges will require the player to make a jump some-
where in-between the minimum and maximum position of the platform. This is
further complicated by the speed at which the platform is moving up and down.
Icy Jumps
The second example of when the player’s control is taken away from them is
performing a jump while dealing with “slippery conditions.” Even though icy
7. Advanced 2D Design 45
elements primarily affect ground movement, they can lead to increased diffi-
culty when jumping.
The first point is that when the player is on a slippery surface, their
momentum is not completely in their control. From a standing position, this
requires more movement to build back up to maximum speed. Once they are
moving, it becomes harder to stop and regain control over their character.
In Super Mario World, if any part of the stage is slippery, then all surfaces will be
slippery for that stage
Once they are in the air and trying to land somewhere, if the landing point is
also slippery, then the character will continue to move once they land. There were
platformers released on the NES and SNES where the character may slide instead
of coming to a complete stop, or the walk animation would keep going after the
player’s input has ended, which would also have elements of an icy jump.
Moving Jumps
Trying to figure out the correct jump to make becomes further complicated if the
player has to make use of moving platforms. In this case, the player must jump to
a platform that is moving either from a still platform or one that is also moving.
The faster the platforms are moving will directly add to the difficulty,
requiring the player to account for that speed when jumping. Depending on
the physics of the game, the character’s jump can also be affected by the speed
and direction of the moving platform.
Trick Jumps
A trick jump is when the player must perform a second (or sometimes third)
action while they are in the air. Obviously, the more actions the player must
perform in the air, the harder the jump will be. The trick jump category is
different from the other ones listed, because it relies on secondary mechanics,
which is why we won’t spend time describing them in detail. The one factor
to keep in mind is how this relates to the control scheme of your game.
If someone is holding the controller in the default position (left thumb on
left analog stick, right thumb either on right analog stick or face buttons), you
need to be concerned if performing the action will require shifting their hands
or putting them in a weird position.
As an example: if the player is already pushing “X” on an Xbox controller,
requiring them to hit “B” at the same time will require them to shift their
hands into a different position. Not only can this be hard to do in the heat of
the moment, but it can start to hurt someone’s hands if they have to repeat it
constantly.
It’s considered good form that the more important a mechanic or action is
to the gameplay, the easier it should be to perform at a moment’s notice.
Aborted Jumps
The final category is what I call “aborted jumps.” The reason most platfor-
mers will build their jumps to be less than the character’s maximum jump
distance is that it allows the player to only worry about the jump from the
landing point. If the player goes long, then there will still be ground for
them to hit.
This is why one of the hardest kinds of jumps in all videogames is that one
which requires the player to “stall” in mid-jump to land on a platform. The
player must now not only compensate for the jump itself, but also know when
to stop the character’s momentum hitting the platform.
Further compounding the difficulty is the fact that once the player stops
the momentum, there is no way to get it back, often leading to undershooting
the jump. If the character’s horizontal jumping speed is too fast, they can
easily overshoot the jump if they’re not paying attention.
7. Advanced 2D Design 47
The various jumps that we just described by themselves are harder than
normal jumping in a platformer, but they rarely occur individually. To
increase the challenge, many platformers will combine these jump types into
brutal sections, where the player must make an aborted jump onto
a character-wide platform that is also bouncy.
With all that said, what we just talked about are not considered bad design,
but simply listing the ways that platforming challenges can be taken to their abso-
lute hardest. In Chapter 17 we’ll be talking more about level philosophy and
design that allows these challenges to be considered fair instead of frustrating.
One category we didn’t cover are elements that change the screen or controls.
In Super Mario World 2: Yoshi’s Island, there is an enemy called a fuzzy. If the
player runs into them in a stage, Yoshi will get dizzy, causing the screen to start
shifting and Yoshi to start stumbling around. There have also been games where
conditions could reverse the controls, flip the camera, and much more.
The reason why we’re not covering them here is that they make all aspects
of the game harder, and we just want to focus on platforming.
Before we switch topics, I want to return to the topic of fall damage, and
how it has become polarizing.
Many 3D platformers give the player an ability that can mitigate any fall damage,
such as being able to hover or float
The penalty of having to get back to the position where they need to make
the jump is often punishment enough. If you want the act of missing the
jump to hurt the player, then you can simply add in environmental obstacles
to add danger to the act of missing.
Fall damage is also a binary situation: the second the player falls the desig-
nated distance, they will always receive damage. The reason why it’s still
viewed as acceptable in 3D games is that they offer larger stages, with many
titles having platforming sections thousands of feet above ground level.
Another point is that due to the number of ways the character can jump,
oftentimes players can cancel the fall damage by performing another action.
In the 3D Mario games, simply performing a dive command at the right
moment can cancel the fall damage. For 3D adventure games, fall damage typ-
ically occurs if the distance is fatal, such as falling from over 50 feet and up.
Moving on, it’s time to talk about an interesting fork in the road that some
designers went down.
7. Advanced 2D Design 49
8
The Adventure
Platformer
51
8.1 Story-Driven Jumping
Traditional platformers quickly adopted variable jumping, with rare exceptions
like the Ghost n’ Goblins series. As we referenced earlier in this book, platformers
became known for testing the technical skills of the player, oftentimes at the
expense to storytelling. However, there is a subsection of platformers that focus
more on storytelling and puzzle solving compared to the technicality of jumping.
There isn’t an official genre or sub-genre for this category, so we’re going
to call them “adventure platformers.” Adventure platformers will always fea-
ture a committed jumping system, and the core gameplay loop is split between
platforming and oftentimes one other system, usually combat.
Unlike other platformers where the player is usually conditioned and
rewarded for moving fast, adventure platformers are more methodical. Many
times, a careless player could run from one screen to the next and get killed due
to a trap. Instead of the player being challenged to perform a variety of maneu-
vers to avoid obstacles, adventure platformers were more about “puzzles.”
We’ll be talking more about puzzle-based platforming in the next chapter,
but let’s talk about some of the notable examples.
The first example I could find that checks the boxes for adventure platforming
would be the 1989 game Prince of Persia. Designed by Jordan Mechner, the
Starting from the adventure platformer genre, we started to see more games
devised with ways of testing the player with platforming instead of through pure
57
skill. Puzzle platforming refers to games where the player must figure out how to
move through an area by using the environment or specific items to help them.
The difference between puzzle platforming and traditional platforming is
that the focus is on reading the environment as opposed to pure skill. Plat-
forming challenges such as Super Meat Boy or Celeste would not be considered
a puzzle platformer, as even though the player has to figure out the correct
way through each section, it is still focusing on technical skill.
Puzzle platforming also gave way to a different form of creating a puzzle
that we’ll call an environmental puzzle. Traditional puzzles are situations that
require the player to either perform a specific task or use the correct item and
are always pass or fail with no exploration of the games’ mechanics. Often-
times, these puzzles exist separately from the game space or design – such as
stopping the game until the player wins a game of tic-tac-toe.
An environmental puzzle is built directly into the game space and challenges
the player with a puzzle that is completely in-universe, and often the player may
not realize that they’re even doing a puzzle. The most popular examples of envir-
onmental puzzles are those that require the player to figure out how to get their
character to reach a specific point/item or how to get a door open.
Going back to the Oddworld franchise, many of the puzzles not only tested
the player on getting the main character through a section, but also NPCs
that had to be escorted.
In our last chapter we talked about how adventure platforming combined
the act of jumping with a secondary mechanic. Puzzle-based platforming will
make use of additional systems or rules to devise challenges to test the player.
When 3D became the norm in the mid-1990s, many action-adventure titles
adopted puzzle platforming as a way of breaking up the combat in those titles.
Some famous examples would be Tomb Raider and The Legend of Zelda: The
Ocarina of Time.
We’ll be talking about first-person design in our next chapter, but many
first-person-based games made use of puzzle platforming. In the hit game
Portal, the player had to figure out how to use physics to propel themselves
through portals to reach the desired areas. Half-Life 1 and 2 both featured sec-
tions where the player’s focus is on moving through the environment as
opposed to fighting enemies.
Another big difference between puzzle and traditional platforming is with
section design. Many 2D games will have a puzzle literally be the size of
a single screen. Puzzle-based challenges are smaller than a traditional plat-
former, with the bulk of the time spent on figuring out what the correct path
is as opposed to performing it.
There are several unique challenges to puzzle platforming compared to
traditional platforming. From a design standpoint, it is harder to come up
with different and progressively more challenging sections to test the player.
The actual platforming itself in these kinds of games is never the focus,
which means that you must rely on the secondary mechanics to keep creating
61
eyes. First-person design in and of itself is worthy of being studied – we could
dedicate an entire book to it.
The first-person shooter genre much like the rest of the industry can be hard to
trace its roots. Older fans will probably say that their first experience was with
a game like Quake or Doom, but there was the precursor to those titles in the form
of Wolfenstein 3D. Even then, there were older examples of titles that made use of
the viewpoint.
When it comes to performing platforming in first person, the oldest example
I could find of a game that used the mechanic similar to 2D platformers was the
game System Shock released in 1994. Many early first-person shooters would have a
pseudo-form of jumping. By moving fast enough off an edge, the character could
cross gaps similar to a platformer. However, because this was not tied to a com-
mand or became a major system, I wouldn’t call them first-person platformers.
An interesting point about first-person games is that they featured a unique
form of jumping which has been dubbed “crouch-jumping.” When the character
crouches, their model condenses and takes up less space in the environment. By
jumping and crouching at the same time, the character model’s legs would be
higher off the ground compared to a regular jump. In turn, this allowed players to
jump up obstacles that they would normally get stuck at. When first-person games
became more realistic in the 2000s, the use of crouch-jumping had all but disap-
peared in modern shooters.
Jumping in first person is different compared to 2D, or even 3D, design,
and has its own set of considerations.
65
Many games used isometric perspectives to create the illusion of 3D. This was
used heavily in strategy and city building games to try and make buildings
and units stand out from each other.
The other examples are games that made use of 3D characters in a 2D
space, such as the Donkey Kong Country series. Later games that made use of
2.5D would sometimes allow the player to move in and out of the plain or
depth that they’re in to make the world seem larger. One of the first examples
of this would be the Sega Saturn game BUG!, but it’s not a requirement of
2.5D design.
In terms of design, anything that could work in 2D would be fine in 2.5D.
From a technical standpoint, it is more work to design a 3D character than it
would be a 2D, and is why most 2D platformers still made today tend to stay
with a 2D aesthetic, with some exceptions.
There have been platformers that went with a unique aesthetic and the 2.5D
really makes it stand out; such as Ori and the Blind Forest. While 2.5D has earned
its place among platforming fans, it’s time to talk about how 3D became the norm.
The camera itself would focus on Mario from an almost 3/4 isometric per-
spective, but would adjust the angle based on the situation at hand. The game
would take over the camera at specific obstacles to allow the player to focus
on the obstacle at hand and not on orienting the camera. Even though the
camera was designed to show the best possible angle, players could still
change the elevation and perspective to meet their needs.
A subtle change to the platformer formula was the introduction of the hub
or over-world. One of the design philosophy changes going from 2D to 3D
was trying to build a greater sense of place within the gamespace. Instead of
looking at a map or going from one nondescript level to the next, the idea of
the hub was to tie everything together into one grand adventure. Some 2D
games did have an over-world structure, but nowhere near the depth or com-
plexity as what we would see in 3D.
With Mario 64, the game itself took place within Peach’s (renamed from
Princess Toadstool) castle and the surrounding area. Within the castle there
were magical paintings that would transport Mario to a new area/level.
In 2D design, many levels would be tied together, either from an aesthetics
point of view or in terms of the types of challenges. With Mario 64 and the
other 3D platformers, there were fewer levels, but they were deeper in terms
of the gameplay and design.
73
Three D design is infinitely more complex than 2D. Not only do you need to
design grander levels, but there is the increased work on art with designing 3D
models. You cannot approach 3D game design the same way as in 2D. Earlier in the
book we talked about the timelessness of 2D design and pixel graphics. The same
can’t be said about rough 3D titles that have not aged as well compared to 2D.
From an environmental standpoint, the environment needs to “make sense.”
Many 2D games feature level designs and architecture that, while they looked
interesting, made no logical sense – stairways that lead nowhere, buildings that
are maze-like, pits all over the place, and so on. This is often why designers will
usually cite studying architecture for designing buildings that make sense.
This is not the same as the “over the shoulder” camera system, which posi-
tions it so that the character is either on the left or right-hand side of the
screen. This camera system is popular in horror and action games, and is often-
times used for aiming and included in games with the behind the back style.
For platforming and combat that occurs 360 degrees around the character,
an angled or isometric camera system is considered the best. This system allows
the player to fully see their character model and their relation to the enemies
and environment around them. The character model is kept positioned around
the middle of the screen – allowing perfect vision of everything around them.
There are two areas where subjective difficulty can be applied – via the
level design and mastery of the game systems. The levels will have fixed goals
or challenges to achieve, but the path through can differ based on how well
the player is at controlling the character.
This is done by creating a game space that offers the opportunity to find
shortcuts (either intentional or improvisational) through the obstacles. In Super
Mario Galaxy 2, the first level was set up around basic platforming obstacles. As
a new player you would perform regular jumps to get through the level, albeit
on the slower side. Advanced players could make use of triple jumping and wall
jumps to bypass entire challenges and get through it a lot faster.
Both strategies were perfectly valid, and you were free to progress at your
own pace. As the game went on, the difficulty curve would increase in terms
of the basic path through a stage. Later levels would “officially” introduce
advanced jumps like the long jump, wall jump, and so on, even though those
options could be used earlier in the game. At this point, a novice player
would start to learn how to integrate those actions into their normal play.
By the end of the game, both the expert – and originally – novice players
should have the same skills needed to finish the final sections. The beauty of this
system was that the progression was still organic – the novices never felt like they
were being rushed to learn the game, and the expert players would immediately
be presented with challenges and situations suitable to their understanding.
12.5 Auto-Jumping
As we’ve discussed, jumping is one of the base mechanics of game design.
Even if your game is not a platformer, the use of jumping to explore can still
be a part of your title. For games that want to have that element, but not be
about platforming, there is the system that we’ll call “auto-jumping.”
Typically in any platformer, the player must press a button to make the
character jump, and if the player doesn’t time it right, they will miss the
jump. Auto-jumping removes the button press and makes the character auto-
matically jump when they run off an edge of a platform.
The player only has a few ways of affecting the jump: determining the dir-
ection at the start of the jump, and sometimes having the option to abort it.
One of the first examples of this system was in The Legend of Zelda: The Oca-
rina of Time and would be featured in all 3D Zelda games going forward.
83
13.1 The Growth of the Game Industry
The platformer genre’s popularity continued into the 2000s, but things began to
slow down. Sega continued to try to make Sonic relevant with reboots of the design
following the end of the Dreamcast, but none of them stuck. Each title following
Sonic Adventure 2 rebuilt Sonic’s gameplay from the ground up with varying
degrees of success and failure. Sony quietly moved away from having an official
mascot and Naughty Dog stopped working on the Crash Bandicoot franchise.
With Microsoft’s new system, the Xbox, the company did try early on to
get a platformer mascot – with games like Kameo and Voodoo Vince, but the
popularity of Halo became the new focus.
The only AAA studios still putting out pure platformers was Nintendo, and
the 3D Mario titles continued to be some of the best 3D platforming around.
For the rest of the industry, times were changing. The mid-2000s was an
important point when it came to the growth of the game industry. The increased
power of the latest generation of consoles afforded developers the ability to create
cinematic experiences. Hits like the Final Fantasy series, Metal Gear Solid, and
Uncharted wowed gamers with polished gameplay and impressive graphics.
As we mentioned in relation to Halo, console gamers were now getting
access to online multiplayers of their own; not a watered down version from
the PC, but long-term supported multiplayers. The ability to play with your
friends greatly extended the life of many titles, which was something platfor-
mers could not compete with.
For this book, we’re not going to spend a lot of time on runners due to the
limited nature of the design. Since the character is always moving forward, it
greatly limits the obstacle design and variety of gameplay. Obstacles usually
only have one way to pass them, and messing up would send the player back
to the beginning to try again. Some runners have persistence systems in the
form of unlocking new content or costumes as they complete objectives or
spend money.
Interestingly, Nintendo did try to create an elevated runner in the form of
Super Mario Run in 2016. The game did not sell as well due to its high cost
for mobile games and that it was still releasing 2D and 3D Mario games on
their main platforms.
So far in this book we have discussed platforming and jumping from the
AAA and AA market. However, some of the best and most advanced platfor-
mers released came from somewhere else.
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14.1 The Indie Movement
The impact of indie development on the game industry could fill its own book at
this point. For as long as there were major companies putting out games, there
have always been smaller teams trying to create their own. Figuring out the exact
date of when indie games appeared would be difficult due to the many games that
were released outside of conventional methods. Early PC games such as the ori-
ginal Ultima were created entirely by game developer Richard Garriott.
From my own experience, I started to see indie games in the mid-1990s.
Studios like Croteam, Introversion Software, Spiderweb Software, and more
were creating titles their own way. Many early indie games were only available
from the developer themselves, and this was a long time before there was any
centralized source for buying digital games.
One of the most recognizable indie games to be released was also an action plat-
former with 2004’s Cave Story. Developed solely by Daisuke Amaya, the game man-
aged to deliver a great action/adventure tale without the need of a studio or team.
For the mainstream market, their first real exposure to indie development
would happen with the Xbox summer of games event at the end of the 2000s.
In order to market their digital store “Xbox Live Arcade,” Microsoft promoted
indie games from up and coming developers. The most notable at the time
were Braid, Super Meat Boy, and Fez, each one a platformer with vastly differ-
ent design. These three games and their developers were also featured in the
documentary Indie Game: The Movie.
There are countless more examples of indie developers who have used retro
design in this fashion. In earlier chapters we talked about why 2D design is not
going away, and the modern retro market is proof of it. For the truly dedicated,
there are after-market companies that put out their own versions of classic hard-
ware, complete with cartridges you can buy and use in retro consoles.
As with all genres, there is a wide margin between successful modern retro
games. If you don’t understand why retro games worked and only focus on
the difficulty, you’re not going to have a successful game. A lot goes into suc-
cessful retro design – not just with platformers – that would be too far off
topic to get into here. In Chapter 17, we’ll talk more about difficulty design
which hits many areas of game design.
The indie market pushed platforming design in ways that the AAA devel-
opers never did, and created a more complicated form of platformer.
97
Chapter 6. For basic platformers, the levels and obstacles were designed
and balanced around only a small number of jumps the player could per-
form. This also had the side effect of keeping things simple in terms of
level and obstacle design.
In order to create higher skill challenges and design, indie developers
began to use what we’ll call “physics-driven platforming” to greatly
expand what a player could do. When we use the term “physics” in this
way, it’s kind of a misnomer. Every action-based title ever made has its
own internal physics regarding how characters behave. All the factors we
talked about in Chapter 6 were always different in every game.
With physics-driven platforming, a character still has a minimum and max-
imum jump distance, but the jumps in-between are not locked. When we say
that the jumps are “locked,” we’re referencing the developer hardcoding any
and all possible jumps within the game. In a physics-driven platformer,
every minute movement the character makes will change the trajectory of their
jump. The game is constantly monitoring the character’s velocity and momen-
tum and using that to create jumps. Not only that, but if the character is being
pushed or gaining extra velocity in some way, they can gain additional height
when it gets applied to the jump. In this way, it is almost impossible to calculate
the number of jumps a character can make in a single game.
Sonic the Hedgehog was the first time a AAA developer made use of physics-
driven platforming, but my first exposure to it on the indie side was the N series
by Metanet Software. Now up to its third iteration, N looks simple from the
outside – your mission is to reach the exit in each stage while collecting gold.
103
16.1 Making Mario
One of the most surprising games released on the Nintendo Wii U was Super
Mario Maker: a game aimed primarily at giving players the ability to create
levels in the styles of Super Mario Brothers 1, 3, World, and New Super Mario
Brothers. Despite the industry’s growth over now 30+ years, there have been very
few games released with a focus on letting players design levels without needing
a programming background. The previous example would be the hit series Little
Big Planet, and if we wanted to go further back, there was Klik and Play in 1994.
Super Mario Maker was, and still is, a big deal among game design. The
entire program works without letting the player look at – or create – com-
puter code. Instead, Nintendo used the iconography of the Mario franchises as
shorthand for explaining what everything does.
If you’ve played any of the Mario games in Super Mario Maker, then you
knew the logic behind every object you can put in your level.
Nintendo expanded their functionality by allowing the player to combine
and alter items and characters in ways that were never in the original game.
This also meant creating new forms of obstacle design and challenge; all tied
to the Mario formula.
Following the game’s release, Nintendo released several content patches
meant to add in new obstacles and allow designers to create challenges never
seen in a traditional Mario game. Some examples would be the use of
This is from my (brief) world-record speed run of Cuphead after the game’s release
115
To keep things focused, we are only going to be focusing on platforming
design. One area that we will not be talking about is building a Kaizo game,
as we already discussed how it is a sub-genre of platforming and not one
aimed at commercial markets.
When it comes to building a platformer, there are three key areas in my
opinion that should be considered.
Each area in Super Mario World affected the level designs, obstacles, and more
Progressing
Great level (and by extension game) design will always have a sense of pro-
gression to it. The challenges in the level should grow harder the further the
player goes. This should always culminate with a final challenge – a boss fight
or the hardest section.
The ideal difficulty curve of a game is that each stage grows progressively
more challenging to go through, but you shouldn’t always keep escalating the
challenge. For example: if stage 3 has a difficulty rating of 3 out of 10, stage 4
shouldn’t immediately start at 4 out of 10, and so on.
The problem is obvious: you are going to run out of ways of making the
game harder without providing a balanced challenge. Instead, try to introduce
new elements, or reintroduce older elements in a new way.
Despite the number of levels in Super Mario Brothers 3, the game only has
a few levels that would be considered hard to play. Instead, what the develop-
ers did was use the theme of each world as a starting point and experiment
with different level designs. It didn’t take long for the player to understand all
the mechanics of platforming, and could instead focus on each level’s unique
elements.
Another major point about progression and difficulty is that you also have
to take into account the player’s understanding of the game. The further
someone gets in a title, the harder it will be to keep providing challenges due
to their growing skill level. At some point, one of two things will happen: the
player will become so good at the game that nothing in it will challenge them,
or they cannot improve anymore and hit a wall that will force them to stop
playing.
The former is something that you cannot stop, and the latter leaves a bad
impression for your game. We’ll be talking more about having challenging
levels in the next section, and difficulty balance is a topic that goes beyond
just platformers, and will show up in later books in the series.
As you start building your levels, you should have an understanding of the
skill level of the player you are aiming for. A game that is aimed at expert
players from the get-go would start with harder levels that would be
a challenge for them. If you want to appeal to a greater audience, then you
want to design your levels to ease players into the gameplay.
One other aspect of progression is allowing the player to maintain their
progress through a level. In most platformers, the more checkpoints you have
In this scene, a player would have to make this tough jump, or have a far easier
time if they found the respective “switch palace”
The “wall dash jump” maneuver can be done at any time in Celeste, but the
game waited to formally introduce it
most likely due to technical constraints. Instead, developers would place the
hitbox to cover what players would consider to be hitting the character. Given
the improvements in game engines and technologies, many modern titles do
have hitboxes shaped to a character’s body.
This is often why obstacles or attacks that just barely touch a character’s
model may not register as a hit, because the two hitboxes did not come into con-
tact. As a quick aside, understanding hitbox positioning became a vital element of
the shoot-em-up or “shmup” genre. For people who speed run videogames,
understanding the hitboxes on a character model can lead to discovering specific
bugs or glitches they can exploit while running a game. Some famous examples
would be from Super Mario 64, and allowing Mario to go through specific walls,
break event triggers, and much more.
Depending on the action at hand, the hitbox’s size and shape may change.
For platformers where characters can jump on enemies, a hitbox around the
feet will detect if the character lands on an enemy’s hitbox and defeat them.
A basic form of collision detection is how the game engine will always be
checking for whether the character’s hitbox is colliding with any surface that is
considered “ground.” This is how the game checks for whether the character is
either in the ground or in an aerial state, which we examined in Chapter 6. For
3D titles that have “invisible walls” to prevent the character from leaving the
game space, the game uses the character hitbox to detect and stop the character.
In this section, the moving platforms have had their movement synchronized
131
Glossary
2.5D: A kind of style where the game will be designed around moving in 2D,
but features a 3D character and environment.
Assets: A blanket term to describe any aesthetical elements in a game.
Camera: How the player views what’s going on in the game. There are mul-
tiple variations based on 2D and 3D design, and depending on the
respective genre.
Character: Who the player is controlling in a videogame.
Checkpoint: An in-game save point placed by the developer to preserve the
player’s progress.
Collision detection: How a game engine decides any character’s relation to
everything else in the videogame.
Committed jumping: A form of jumping design where the character can only
jump at fixed velocities with no further input from the player.
Context sensitive: An action the player can do that will only trigger when it is
applicable to the gameplay.
Core gameplay loop: The primary mechanic and/or system that a videogame is
about.
Cycle: Describes a loop of actions that are repeated by the elements in a level,
which are then set to a timer to repeat.
Difficulty curve: A term to describe the rate of the game growing harder over
the course of play.
Difficulty spike: A term used to describe when a game becomes a lot harder
and at a faster rate compared to what went before it.
133
Environmental puzzle: A form of puzzle design where the puzzle itself is about
moving through the environment of a game instead of relying on items
or puzzle-solving to get through.
Fall damage: A mechanic where the character will take damage or die if they
fall from a predetermined height.
First person: A form of gameplay typically used in shooters where the camera
represents the character’s vision and the player is looking through their
eyes.
Fixed pattern: Also known as a set pattern, when an enemy or boss in a game
is designed to repeat the same attacks and motions regardless of the
player’s actions.
Games as a service: A term that describes videogames that are meant to be
sustained after release via continued development and in-game
purchases.
Gamespace: Another way to describe the environment around the character.
Hitbox: An invisible box or wireframe around a character model that is used to
determine collision detection in a game.
Hub: A non-linear area that connects to all the levels in a videogame.
Indie: Shorthand for “indie developer.” A person or team making games with-
out a major studio or budget behind them.
Isometric: A viewpoint in videogames where the camera is looking down and
at an angle at the game space, giving a 3/4 perspective. Can also be
used to create a faux 3D look.
Kaizo: Can mean “rebuilt” and other synonyms in Japanese, but has been
adopted to stand for brutally difficult games; usually those based on
hacked or modded titles.
Mcguffin: A colloquial term to describe an object that is the focus of a story.
Mechanic: A term used to define actions or verbs that the player can make use
of in a videogame.
Mechanical gameplay: A way of describing a game that is designed around
having a set experience and a limited number of options that will
beat it.
Metroidvania: A genre where the character gains new abilities over the course
of playing that change how they respond or behave.
Micro-adjustments: A term to describe making minute changes to a character
while they’re in the air to either avoid hazards or safely land.
Mini-game: A section in a title that features a completely different gameplay
loop for a short experience. Typically used as a change of pace or as
a reward.
NPC: Stands for “non-playable character” and describes any character in
a videogame not controlled by a player.
Organic tutorial: A way of designing a tutorial that teaches the player without
stopping the flow of gameplay by using the level design itself.
Glossary 135
Index
137
G 120; Super Mario Maker, 101–113;
Super Mario Odyssey, 112; Super Mario
game industry growth, 84–85
Run, 88
‘games as a service’ model, 87
mascot platformer era, 17–26
genre blending, 85–87
mechanical gameplay, 111–112, 134
Ghost n’ Goblins, 52, 95
mechanics, 119–121
Grand Theft Auto 3 (GTA 3), 85
metroidvania-designed titles, 37
H modern retro, 94–95
moving jumps, 46–47
heroic platformers, 52–53
multiplayer, 84–85, 87
hitboxes, 125–127, 129
hub, 68 N
I Nintendo: 2D games, 18; difficulty, 119;
impact on platforming, 87; Super
I Wanna Be the Guy, 109
Mario Maker, 104–105
icy jumps, 45–46
Nintendo 64, 67
incalculable jumping, 97–99
N-Sane Trilogy, 128
Indie movement, 90–91
isometric perspectives, 66 O
J obstacle design, 38–40, 64, 88, 98
Oddworld, 53, 54, 58
jumping, 1; camera angles, 28–30;
organic tutorial, 37–38, 134
challenge design, 40–41; committed,
over-worlds, 68
9–12; creating multiple jumps, 32–34;
factors of, 30–32; the first jumps, 5–8; P
first-person design, 61–64; hardest
PCs, 84–85
jumps, 41–48; logic, 27–28; mechanics,
physics-driven platformer design, 97–101
117–124; physics-driven platformer
pixel perfect jumps, 44, 105, 122
design, 97–101; variable, 13–15; see also
platforming games, 2–3; 2D mascot
platforming games
platformer era, 17–26; advanced 2D
K design, 35–49; adventure platformers,
51–55; basic 2D design, 27–34;
Kaizo games, 41, 59, 60, 107–113, 117–124
challenge design, 40–41; deep dive,
Kaizo traps, 116, 122
127; defining, 5–6; first-person
L jumping design, 61–64; hardest jumps,
41–48; physics-driven platformer
The Legend of Zelda: The Ocarina of Time,
design, 97–101; pitfalls and plumbers,
80
6–8; puzzle platforming, 57–60; shift
Lego Star Wars, 71
away from, 83–88; timelessness of
level flow and structure, 35–37
platforming, 2–3; why platforming is
level philosophy, 115–116
not going away, 3–4
M playtesting, 118
Prince of Persia, 52–53
Mario: Kaizo games, 107–109; legacy of,
Prince of Persia: The Sands of Time, 72
106–107; mascot platformer era, 17–26;
progression curves, 108, 113
new obstacles, 104; Super Mario 64,
puzzle platforming, 57–60
67–70, 86; Super Mario Galaxy, 79,
138 Index
R Super Mario Maker, 103–113, 116, 122
Super Mario Odyssey, 112
Rare, 70–71
Super Mario Run, 88
retro, 94–95
Super Meat Boy, 58, 90–99
RPGs, 2, 30, 85
The Swapper, 60, 91
S
T
scale of 3D, 74
The Talos Principle, 60
sections, level flow and structure, 35–37
teaching the player, 37–38
Sega: 3D platformer era, 66; Dreamcast,
thinker’s jump, 57–59
70; mascot platformer era and Sonic,
Thomas Was Alone, 91
18, 21–23; remaking Sonic, 83–84
timelessness of platforming, 2–3
shadows, 77–78
Tomb Raider, 71–72
shooters, 62, 85–86
tracking timers, 129–130
Shovel Knight, 94
trick jumps, 47
skill ceiling, 107
Sonic the Hedgehog, 18, 29, 66, 70, 84, 98 V
speed running, 110–135
variable jumping, 13–15
story-driven jumping, 52
Voodoo Vince, 119
subjective difficulty, 70, 78–80, 135
Super Mario see Mario X
Super Mario 64, 67–70, 126
Xbox, 84, 90
Super Mario Galaxy, 79, 125
Index 139