by Jed Pressgrove
Note: You can read the introduction to this list here.
15. VVVVVV (2010)
With the press of a button, the protagonist of Terry Cavanagh’s VVVVVV quickly floats to either the ceiling or the floor via gravity. Although VVVVVV wasn’t the first game to feature this concept (see the Mega Man series or, for a less well-known example, 1986’s Terminus), it commits to the idea like no other title. The best segment of the game highlights the excitement of moving from one screen to the next: to nab one item, you must twice guide the hero through a treacherous series of tunnels with spikes as he’s pulled in midair for several successive screens. Later in the game, Cavanagh takes away platforms altogether for a few challenges to achieve an even stronger sense of nerve-wracking vulnerability and physics-defying adventure. VVVVVV looks and sounds retro, but Cavanagh’s willingness to take a premise to the extreme underscores the relentless drive of a modern artist rather any cliched attachment to nostalgic pleasure.
14. Super Ghouls ‘n Ghosts (1991)
Let’s forget, for a moment, that Capcom’s Super Ghouls ‘n Ghosts requires you to beat its perilous levels two times in order to save, you might have guessed, a princess. The way the game uses platforms to keep the player off-balance is genuinely unpredictable the first time through. In the very first level, sections of the ground shift in extravagant fashion as zombies rise from random spots in the earth. In the next level, you must ride a small raft through a raging ocean, taking special care to account for how the constantly changing sea level can alter the trajectory of your projectiles and the probability of you successfully threading your avatar through deadly traps. In another level, you ride a flying palette of blood and bones during a challenge that wouldn’t be that diabolical if not for the fact that the ceiling, floor, and walls are drunkenly rocking back and forth as aerial enemies do their damnedest to push you off to your doom. Such ingenious and wicked twists, along with an oppressively melodramatic soundtrack, make Super Ghouls ‘n Ghosts an essential horror game.
13. BurgerTime (1982)
In Data East’s BurgerTime, the player can’t leap. You can only climb up and down ladders to transition to different platforms. The goal is to literally run on top of ingredients, such as meat and lettuce, to make them fall to a platform below. Eventually, full hamburgers will form at the bottom of the screen. The problem is you’re being hounded by walking food items, like pickles, but if you can manage to make an ingredient fall as one of these pursuers try to cross over it, more points are awarded. The timeless appeal of BurgerTime lies in how it takes the vertical progression of 1981’s Donkey Kong and flips it into an absurd resource-management challenge that often feels like a deadly game of Tag. The game also demonstrates that the potential of platforming is only limited by one’s imagination — that there is no reason a developer’s creation must follow in the footsteps (and jumps) of Mario.
12. Shinobi (1987)
This side-scrolling arcade hit, designed and directed by Yutaka Sugano, has a stealthier bent than its contemporaries despite its shuriken-throwing, sword-slashing action. Taking a page from Namco’s Rolling Thunder, Shinobi allows you to jump to floors above or below the protagonist, and the transition to another plane is faster than that of Rolling Thunder. In some cases, this technique can be used to appear suddenly behind or in front of an unsuspecting enemy. Moreover, you have the ability to walk while crouching, an early example of a common mechanic in modern first-person games. In addition to giving the player the means to cleverly switch and traverse platforms, Shinobi rewards those who proactively line up the small hit boxes of their shurikens with adversaries, sometimes via mega-precise throws during jumps. Shinobi might share a lot in common with beat ’em ups and shooters, but it earns its classic status because of its platforming dynamics.
11. Cave Story (2004)
As the intricate work of one Daisuke Amaya, Cave Story frequently receives praise as a labor of love. But labor lacks personality without style, of which Amaya’s game has plenty, thanks to its quirky storytelling, unique leveling system (where an individual equipped weapon can gain or lose power depending on how often you collect triangular items or take damage), and, yes, a memorable approach to platforming. The hero in Cave Story has one of the most distinctive-feeling jumps in game history. At a glance, the high height of the jump might suggest a floaty sensation, but the actual action seems a bit stiff as you play. This strange feel, combined with the diminutive size of both the protagonist and certain platforms, demands a different kind of precision from players. Interestingly, with a machine gun, you can shoot down and propel yourself to higher positions. Such unusual mechanics come to a head for the monstrous final boss fight, where floating platforms that pass like clouds can either help your aim or hinder your mobility.