ABSTRACT

Traditional platformers quickly adopted variable jumping, with rare exceptions like the Ghost n’ Goblins series. There is a subsection of platformers that focus more on storytelling and puzzle solving compared to the technicality of jumping. Adventure platformers will always feature a committed jumping system, and the core gameplay loop is split between platforming and oftentimes one other system, usually combat. Adventure platforming allows players to experience platforming without the need of a high skill level. Many adventure platformers were more story-driven, and removed more of the “gamey” elements such as scoring, lives, and boss fights. While adventure platforming did have its time in the sun during the 1990s, its adherence to committed jumping did hurt its long-term viability. When 3D platformers were developed in the mid-1990s, most of them took the committed design further and combined that with the action-adventure genre.