The Great Game Guide
In this episode, we’re going to look at early platform games and how they evolved the ideas from Space Panic and Donkey Kong! -------------------------------------------------------------------Season 1, Episode 19: Why We’re Stuck on Platformers, Part 2 Enjoy the show? Please share it with a friend! And be sure to like it on your platform of choice or leave a glowing review. You can contact Sean via Substack or BlueSky (@greatestgames.substack.com) And if you enjoy this show, you should check out The Greatest Games You (Probably) Never Played at https://greatestgames.substack.com, Sean’s free newsletter featuring tons of great games that are obscure, overlooked, forgotten or otherwise unknown! -------------------------------------------------------------------Copyright 2026, Sean J. Jordan. Some Rights Reserved. Permission is granted for the noncommercial, free distribution and archival of this episode. Music “The Great Game Guide Theme” written by Sean J. Jordan using Online Sequencer (https://onlinesequencer.net/) Questions? Concerns? A burning desire to talk about obscure video games? Contact Sean via Substack or Bluesky. He’d love to hear from you! -------------------------------------------------- Coming up in this episode – We’re going to talk about early arcade platformers from the early 1980s like Jungle Hunt, Pitfall!, Popeye, Mr. Do!’s Castle, Congo Bongo, Bagman, Beauty and the Beast, Frankenstein’s Monster, Roc ‘N Rope, The Glob, Ben Bero Beh, Chack’n Pop, Pig Newton, Mappy, H.E.R.O. and Spike! I’m Sean Jordan, and I am your Great Game Guide. Get ready for our look at many of the great platform games you may have played, may have heard of … or may have missed! I’m a qualitative researcher by training and profession and so my natural instinct is to try to categorize things when I start studying them. In our last episode, I offered three hallmarks of platform gaming – storytelling, physics and well-defined objectives – and I also mentioned that there are five core objectives that platformers tend to have in common – enemy elimination, collection, rescue, survival and speed. Now, of course, you could argue that there are other genres that share these traits, because these are also hallmarks of genres like the run and gun shooter, hack and slash action games, first and third person shooters and even action RPGs to some extent. I don’t disagree. Platformers are the mighty tree from which all of these genres ultimately either branched off or produced hybrid genres with other plants. One could argue that most action games are just Super Mario Bros. with variations to the formula. I don’t like to be that reductive, but I could see some logical basis for saying that, because Super Mario Bros., more than perhaps any game in existence, taught entire generations of game designers how to make a really, really solid action game. But in my upcoming book series, The Greatest Games You (Probably) Never Played, I went pretty deep in trying to categorize platformers in the 1980s because I realized pretty quickly that there’s a world of difference between a game like Donkey Kong, a game like Pitfall! and a game like Bubble Bobble. Superficially, they’re all running and jumping games with items to collect, enemies or hazards to avoid and a story driving you forward, but mechanically, they’re amazingly different. In Donkey Kong, you’re trying to figure out how to progress upwards on a single screen to rescue a damsel in distress while you navigate dangers and potentially complete tasks that change from screen to screen. The story repeats over time with more challenging stages. This is what I’d call a pure platformer, because the emphasis is on the platform jumping itself. A popular variant of these pure platformers would be the action platformer, which might involve a stronger action focus like running and gunning or hacking and slashing – two subgenres that are pretty well-established on their own with popular standards like Mega Man and Contra for run and guns and Castlevania and Strider for hack and slash. In Pitfall!, you have a series of 256 screens connected in a gigantic loop and you have two planes to explore – aboveground and underground. You have to optimize how you’ll explore this vast world and collect all 32 treasures within a 20 minute time limit. This is what I’d call an action adventure platformer, because the emphasis is on the theme. In Bubble Bobble, you have 100 screens to clear and your focus is on figuring out how to not only eliminate the enemies, but also trigger the game’s secret rooms and true ending. This is what I would call a puzzle platformer because the emphasis is on figuring out how to optimize your playthrough. But in Japan, a lot of these games are also sometimes known as comical action games due to their cartoony graphics and emphasis on all-ages appeal. There’s one other major branch that often involves running, but not necessarily jumping, and that’s the maze and chase platformer which evolved from the Space Panic template. One of the most obvious popular examples is Burger Time, a game in which you can’t jump but can make use of ladders. Namco’s cat and mouse game Mappy would be another, and of course Lode Runner provided a hugely popular computer game version of this concept. These games tend to focus on enemies that are constantly pursuing you and who you can only escape through utilizing traps, setting up barricades or changing to a different platform. As we discussed in our last episode, Space Panic is perhaps the first true platform game and it owes a lot of its inspiration to the top-down trap maze game Heiankyo Alien. You can also see where games like Pac-Man and Dig Dug and Rally-X all evolved from the trap maze concept, though they also owe some inspiration to an arcade game about driving in a maze and picking up tiles called Head-On. But the platformer version of a maze and chase game still has the three hallmarks we discussed – storytelling, physics and well-defined objectives – and thus has a different look and feel to a game like Pac-Man. To offer a different comparison, Mr. Do! is a maze and chase game very much like Dig Dug, but Mr. Do!’s Castle is a maze and chase platformer in the vein of Space Panic. So, now that we have these different types of platformers defined, it’s time to dig into them a bit. And we’ll start with the Donkey Kong-inspired pure platformers by looking at the console and arcade games that were more or less just outright copies of it. (We’ll talk about PC games in the next episode.) One of the most obvious clones is King Kong, a 1982 game from Tigervision for the Atari 2600. Your job is to climb the Empire State Building’s ladders and jump over gaps while a really ugly-looking gorilla tosses colorful striped bombs at you. A blond-haired lady in a blue dress runs around at the top of the screen with her arms flailing. Even the jumping sound effect sounds like a knock-off of Mario’s jumps. It’s a very dull game with little variety beyond speeding up the bombs. Beauty and the Beast came out the same year on the Intellivision, and while it looks like a Donkey Kong clone with a little bit of Crazy Climber’s building scaling added in, the graphics are far better and the gameplay moves surprisingly fast. That’s probably because it was made by Imagic, a developer who actually knew how to make a good game. As the hero Bashful Buford, you climb up a skyscraper four floors at a time and collect hearts being flung by your lady love Tiny Mabel while you chase the gorilla Horrible Hank up to the top floor of the building. Hank also tosses barrels to impede you, and the building is of course being bombarded by bats, birds and rodents, but the game’s controls allow you to move Buford around them much more capably than Mario can. My only real complaint is that the game doesn’t offer any real variety beyond its very repetitive gameplay loop. The higher-up floors aren’t as long as the lower ones, but this doesn’t do much to change the game itself. Frankenstein’s Monster for the Atari 2600 came out in 1983 and was developed by Data Age, and it’s a surprisingly creative take on the Donkey Kong formula, eliminating the rescue aspect entirely and instead focusing on stopping Dr. Frankenstein from bringing his monster to life. I’ll give the game credit for getting the title correct – this is about the monster, not the man – and also for breaking up its gameplay into three horizontal areas that each have some variety. Your character has to climb down from the castle at the top, leap through a pit-filled floor patrolled by tarantulas, head down into a subterranean cave and ride a log across a spider-infested acid lake to retrieve a stone. Yes, this game has two different types of spiders. Don’t overthink it. It totally makes sense. Then, you climb back up, reach the monster, dodge some ghosts and traverse a quick bat-filled room to place your stone in the wall you’re building to close the monster in. And all the while, lightning is striking above on the top third of the screen and the monster will come to life if you take too long. It’s a tense, exciting game that makes great use of its theme. Less impressive is the Atari 2600 game I Want My Mommy, which was also reskinned as Open Sesame with some undecipherable digitized speech added in for good measure. Both of these play like really slow Donkey Kong style games where your goal is to dodge brain dead foes who shuffle back and forth on each stage and reach the top using ladders you built by walking over flickering dots. In I Want My Mommy, you’ll either find an apple or your mother, and in Open Sesame, you reach a cave filled with treasure. Both games are incredibly lazy and barely engaging. The Magnavox Odyssey 2 got its own Donkey Kong clone with Pick Axe Pete! in 1982, and while it looks terrible – it’s literally just lines, geometric shapes and a stickman running around occasionally waving a pickaxe power-up that’s very much like the hammer in Donkey Kong – the lack of graphical fidelity makes the gameplay very fast and fluid. There’s no enemy at the top, but rather, three doors at different heights at the center of the screen that toss rocks at you. Your job is to break the rocks, locate keys to open up the doors and delve deeper into the mines. It’s super abstract and kind of chaotic, and yet surprisingly fun. Speaking of lesser-known consoles, the Vectrex was a miniconsole with a built-in vector graphics screen, and its lone platformer from 1983, Spike, is a true work of art because its simple tilted perspective vector graphics give it a very fluid, almost three-dimensional feel. This game follows the Donkey Kong script a lot more closely – your girlfriend, Molly, is being held in a cage at the top of the screen by the villainous Spud, and you have to find a key and break her out. The game’s simple and only has three levels at a time, but the platforms are moving, Spike can kick the enemies harassing him, the gameplay is fast and engaging and there’s even digitized speech you actually can understand as Molly asks for help and Spike rises to the occasion to offer it. Turning to the arcades, there are a few interesting platformers that managed to break free of the Donkey Kong style while still using a lot of its ideas. We’ll skip Nintendo’s very odd Sky Skipper, which does have a bunch of gorillas in it, but involves flying around. Instead, let’s talk about Roc ‘N Rope, a 1983 game from Konami where you’re a mountain climber on a quest to reach a mystical bird and have to use ropes to ascend to higher platforms. You can only fire these at a way too acute angle, though, and you’re constantly being harassed by cavemen and dinosaurs for some reason. I don’t want to make a thing out of this, by the way, but the bird you’re trying to reach resembles a Chinese Phoenix much more than a Roc, which was an Arabian bird that could carry a few elephants at a time. But anyhow, this game’s incredibly hard and I’ve never quite mastered it because the enemies are really numerous and aggressive and the ropes are really hard to aim correctly due to their low angle and the fact that the enemies can use them too. Congo Bongo also came out in 1983, and it’s a Sega-developed knock-off of Donkey Kong where the big idea is that everything’s tilted at an isometric, overhead diagonal angle to make the graphics look more three-dimensional. This time, you face a gorilla named Bongo who set your safari tent on fire, and so instead of trying to rescue a member of your expedition or anything like that, you’re bent on the far more exciting objective of revenge. Your suffering across four stages is rewarded as you light Bongo on fire! Bongo tosses coconuts at you that cascade down hills in the first stage, and as you progress, you also have to deal with other fauna like monkeys, snakes, hippos, rhinos and koi fish, which at least provides some nice variety for the various screens you run and jump across. Of all the Donkey Kong clones, this one’s probably the best-looking, though it lacks that addictive quality that Nintendo’s ape-battling game seems to retain. As Donkey Kong inspired a number of games – and we’re going to talk about even more next week! - Nintendo wasn’t content to release its own clone. Instead, Shigeru Miyamoto, Genyo Takeda the Nintendo R&D1 team released a 1982 platformer that set a new standard for game graphics and action and which, surprisingly, did not include a jump button. This new game, Popeye, wasn’t nearly as influential or popular as Donkey Kong, but it helped to kick off the action platformer, a subgenre that would become far more popular in the years to come! There would be no Donkey Kong without Popeye, because Popeye was the game that Shigeru Miyamoto really wanted to make first. You can definitely see the influence of Popeye in Donkey Kong – the love triangle, the power-ups, the everyman fighting a far more physically capable foe, the cartoonish artwork and so forth – but when Nintendo actually produced the Popeye game Miyamoto envisioned, it wound up being quite different from the game that came before it. One primary difference is the emphasis on fighting. Popeye has to run around the stage collecting hearts that are being dropped from the top of the screen by Olive Oyl, but he also has to dodge the aggressive Brutus, also known as Bluto, a muscular, barrel chested man who is spurned by Olive Oyl and seems to feel his only chance at true love is to stop the sailor-man from finding it too. In later stages, Olive Oyl drops music notes and the letters H E L P, which Popeye also has to collect. But ultimately, he’s going to have to face Brutus, and he has two ways of dealing with his foe – drop a trap on him or grab some spinach to power up and knock Brutus out for a few seconds. Popeye also has to deal with the Sea Hag, who’ll show up to throw bottles at him, and Brutus will sometimes toss a whole volley of bottles. Popeye can’t jump over these, so he has to punch them. Likewise, when vultures harass him on the ship level, he can punch those too. Because Popeye lacks a jump button, the gameplay is instead built around stairs and ladders. The second stage does have a see-saw where Wimpy can launch Popeye up to the top of a building, but a lot of the action involves falling through holes to get down and then climbing back up the stairs. The first and second stages also have wraparound edges, which give Popeye plenty of mobility. It’s a very interesting game. An arcade game that’s quite similar to it is Kangaroo, a 1982 Donkey Kong-like game by Sunsoft where Mama Roo has to ascend ladders and trees to save Baby Roo from some evil apple-throwing monkeys. Interestingly, Kangaroo came out about six months before Popeye, but it has a lot of similar ideas, including the ability to punch apples thrown at Mama Roo – though she can also dodge them with a jump or use a duck maneuver. One of the most fascinating aspects of this game is that the third level really changes things up by forcing you to knock out a tower of monkeys far enough to lower your joey’s cage, which is quite different from the platforming of the first, second and fourth stages. Another interesting idea is that a large gorilla armed with boxing gloves can appear, challenge Mama Roo to a duel and then snatch her boxing gloves. As much as I like the original arcade version of Kangaroo – and it is a pretty fun game! – I’m even more partial to the Atari 2600 adaptation, which strips out the third level and ditches the gorilla, but increases the speed and uses its simple graphics and limited controls as a means to improve the mechanics. It’s a surprisingly good distillation of the gameplay. Another more action-focused game featuring a cartoon character is 1983’s Pig Newton, an arcade game released from Sega that seems to be repurposed from a game maybe intended to be pitched to Warner Bros. or Disney before receiving a license for an obscure and short-lived comic strip by Malcolm “Mal” Hancock from the magazine National Review. The premise is still fairly interesting, however – you’re a pig stuck in a tree and wolves are standing at the trunk, whacking away with axes. Your job is to drop apples, banana peels, horseshoes, bombs and beehives on them to keep them from felling the tree while you collect a bunch of bird eggs. And of course Nintendo’s 1984 game Ice Climber, released for both the Famicom and NES as well as the arcade VS. system, is another platform game based on action, this time featuring the mallet-wielding, parka wearing couple Popo and Nana ascending an ice cavern, smashing their way through blocks, bopping yetis, picking up stray vegetables, riding moving clouds and grabbing ahold of a Pterodactyl. It’s a very weird game, and not a particular favorite of mine, but it anticipated some of the elements that would begin showing up in more action-oriented games in the mid-1980s, like scrolling screens, brick-breaking and more complex objectives. Speaking of platformers that got a little off the beaten path with multiplayer elements, I don’t know when else I’ll get a chance to mention Joust, the 1982 arcade classic from Williams where you fly around on ostriches or storks and fight blue, red or gray knights riding buzzards, all while stopping to land on platforms and destroy eggs that will hatch into new enemies. Joust was simple enough for gamers in 1982 that it was easy to pick up and play – you just needed a joystick to move left or right and a button to tap repeatedly to flap your bird’s wings. And yet even today, it’s a game that requires a lot of practice and skill to master. Even more amazing is that its simple concept allowed it to receive several flawless home versions, and even the Atari 2600’s port is surprisingly decent. When you consider that Joust came out just a year after Donkey Kong and yet is so different in concept and execution, it’s an absolutely amazing testament to how far platformer games were capable of taking the genre, but Joust is also a game that was pretty much in a league of its own, and even its 1986 sequel Joust 2: Survival of the Fittest, couldn’t surpass it. Nintendo R&D1’s Balloon Fight is another competitive game with platformer DNA baked in, but boy, is it a weird one. The game debuted in 1984 as the arcade game VS. Balloon Fight, but most players who know it today probably know it better for the NES port that came out alongside the console’s national North American launch in 1986. Similar to Joust, this is a game about flying around by flapping your arms and knocking flying goblin-like enemies down to platforms and them kicking them offscreen, and your health is represented by the number of balloons you have available – you start with two, but die if both are popped. You can also drown, get eaten by a giant fish or get struck by lightning. While the game is cooperative, in the 2-player mode, you can also pop each others’ balloons for extra points. I’ll be honest in saying Balloon Fight is not my cup of tea, but it is interesting that it bears some resemblance to Nintendo’s far more famous game from 1985, Super Mario Bros.. And I know, I know, it’d be really fun to just segue into it right now. But we’ll get to that game in a couple of episodes, as well as the regular Mario Bros. game that preceded it. In the meantime, I want to talk about a different style of platform game that proved to be quite popular before Nintendo broke the mold. While some of these platformers had monsters to defeat, people to rescue or treasures to collect, their emphasis was on the theme of adventure itself. As I mentioned, Joust was a great example of how far platform game developers came in a year as they saw the potential using a side view, physics, storytelling and well-defined objectives similar to what Donkey Kong had already accomplished, but two games that came out within a month of one another helped to take the genre in a more conventional direction than flying around on large birds and poking each other with lances. Those games were Jungle King and Pitfall!, and while they’re both quite different in style, they also share a similar theme of putting you in the shoes of an adventurer out in the wild. Jungle King was first released in August of 1982 in the arcades by Taito, but it became more commonly known as Jungle Hunt after Taito had to remove the not-so-subtle nods to the Tarzan franchise, like the leopard print loincloth and the Tarzan yell at the beginning of the game. Taito also reskinned it as Pirate Pete with some different enemies and background graphics, but nobody really talks about that version. Jungle Hunt is the one most people remember. It splits its action into four vignettes, most of which involve jumping and side-scrolling but none of which features any actual platforms. The first, and probably the most memorable, is the starting screen, where you swing from vine to vine by waiting for your current vine to get close to the next one. This is not an easy task because you have to time your jump just right and there’s also a timer counting down. Fail and you fall to your death, and I’m sure many quarters were wasted back in the day trying to nail that section. The second vignette involves your explorer diving into the water with a knife and swimming upstream, avoiding chomping alligators and consuming oxygen bubbles before he runs out of air. And the third has you run uphill and dodge rolling boulders that seem to be coming out of a volcano during an earthquake, because they’ll bounce up in the air. And the final vignette has you carefully time jumps over two cannibals to rescue your lady love from being the main ingredient in a cauldron of boiling water. Finish that loop and then repeat to get a high score! One of the stranger aspects of the first two versions of the arcade game is that your character’s appearance changes noticeably between vignettes, often with different colors and proportions. The hero in Jungle Hunt also appears to be an old man with a monocle, which makes the portrait of him alongside the lady he rescues a bit cringey. But Jungle Hunt was a big deal, and its emphasis on breaking platforming down into different styles of gameplay to fit within the context of a theme was quite prescient. Today, we’d view this game as a collection of minigames, but in the 1980s, this was a very interesting solution to the problem of making a joystick and a single button work in a variety of contexts. In fact, Coleco’s 1984 official adaptation of Tarzan plays a lot like a more sophisticated take on Jungle Hunt but adds in additional ideas like fighting and climbing as you move through its screens and resolve its vignettes. There’s even a final stage that’s reminiscent of Donkey Kong by way of a Mesoamerican pyramid, but with several gorillas taking the place of the barrels and an angry, fire-breathing idol at the top! The thirst for jungle adventures carried over into many other games, and one of the best-known series didn’t make it to the arcades until it was well-established as a console gaming classic! Pitfall! debuted in 1982 on the Atari 2600 and was created by David Crane for Activision, a publisher that he helped co-found in 1979 when a group of programmers broke away from Atari. Activision had a big hit in 1981 with a game called Kaboom! that involved catching bombs being tossed by the Mad Bomber, but Pitfall! was its crowning achievement, selling over 4 million copies and offering an experience no one had ever delivered on the Atari 2600 console – allowing players to explore a vast, intentionally-designed world full of hazards and enemies while also challenging them to collect as much treasure as possible within 20 minutes. Now, I don’t like to quibble about what game did what first, because you can almost always find examples of games that had some revolutionary feature prior to the game that actually popularized it. With that said, Pitfall! was definitely one the earliest side-view platform games to feature an explorable, self-contained world, because its 256 individual screens were connected together in a giant wraparound loop that included both overworld and underworld lanes. In fact, calling this game a platformer is even a bit of a stretch, because like Jungle Hunt, there are no actual platforms to jump onto – you instead leap over pits, onto the heads of crocodiles or over enemies and hazards. When you consider the limitations of the Atari 2600 hardware and the very simple controls – run left, run right and jump – Pitfall! is a very impressive game for its time, featuring fluid character animations, several different types of hazards and puzzle-like design requiring you to understand the flow and timing of every screen you enter. Pitfall Harry is a particularly cool character because he actually resembles a human being despite being made out of a stack of pixels that are mostly two shades of green. One of the most important tricks to pick up on is that you’ll be much more successful if early in the game you head underground, turn around and run right to left after you nab the first treasure. If you don’t figure that out, you’ll never come close to reaching the maximum score. But… Pitfall! also doesn’t hold up tremendously well today because it’s so rooted in trial and error that it feels a bit capricious. Mastering the game requires a level of rote memorization that most players would never put up with today, and the repetitive screens, tricky timing and lack of guidance, checkpoints or continues past your three lives makes the game extremely difficult to recommend to anyone who doesn’t love the idea of old-school hard. What I would recommend instead is Pitfall II: Lost Caverns, the 1984 platformer sequel which features a more sophisticated world of connected screens set on a large grid allowing for both horizontal and vertical movement. And Pitfall II gets rid of the things that are most annoying in the first game – the vine-swinging, the timers and the pits that open and close on the overworld section of the map. There are also checkpoints this time, which was a pretty stunning innovation for the time. Pitfall Harry gains the ability to swim and ride balloons this time. It’s an easier, more accessible game that’s incredibly impressive on the Atari 2600 because it has persistent multichannel background music, and it even includes two NPCs, Rhonda and Quickclaw, who were part of the Saturday Morning cartoon show. Though the Atari 2600 version of Pitfall II is the most famous, and it was the only one coded by David Crane himself, the Atari 800 computer and Atari 5200 received ports by a programmer named Mike Lorenzen who decided to add in an extra map of his own design, and it resolves with an actual ending where Pitfall Harry has to charm a snake-like rope and ride it to the top along with Rhonda, Quickclaw and the Raj diamond he’s been trying to retrieve. But even this version of Pitfall II got some improvement on the Sega SG-1000 and in arcades when Sega ported it in 1985, creating a new version from scratch and combining elements of both Pitfall games. I actually think it’s the best classic Pitfall experience since it incorporates all of David Crane’s ideas while also adding in better jumping sequences and greatly upscaling the graphics to a more cartoony aesthetic. The game also adds in some later underground sequences, including a mine cart ride and a Mayan temple full of traps! Pitfall’s next sequel, Super Pitfall on the NES, is best avoided, but its later 1994 console sequel Pitfall: The Mayan Adventure takes a lot of cues from Sega’s remake. The Sega version of Pitfall! shows a lot of obvious inspiration from another action adventure platformer that debuted in 1983 called Spelunker for the Atari 8-bit computer. Originally developed by MicroGraphicImage and published through Broderbund, Spelunker developed a reputation for being an impressive and ambitious action platformer with exciting caverns to explore, treasures to locate and lots of enemies and traps to avoid – including a very annoying ghost who’d come in from the side of the screen! – but the game was so mercilessly tough that getting good at it required a lot of patience, particularly since falling even small distances could be fatal. The NES version is particularly infamous for its hatred of players, killing them for making the slightest mistakes. Spelunker was initially a hit but quickly faded away in the US as players moved on to other, more accessible games. It found a following in Japan, however, and the arcade edition there by Irem, released in 1985, is actually pretty good, fixing a lot of the issues with the computer game and making the game generally zippier and more forgiving. And this allows you to see the brilliance of the game’s interconnected levels, bombable rocks, large explorable caverns and, yes, even the stupid ghost, whose annoying presence forces you to keep moving rather than to sit and wait for it to get close enough that you can deal with it. In fact, modern gamers might recognize that Spelunker is one of the obvious inspirations for Spelunky, Derek Yu’s indie game masterpiece, and while the modern Spelunker HD is not a game I’d recommend since it’s based on the NES version of the game, the Irem arcade edition is a fun and interesting game even today! Japanese gamers even got an arcade sequel from Irem in 1986 offering more of the same and a very weird side-scrolling action sequel on the NES in 1987 called Spelunker II: Yūsha e no Chōsen that predominantly takes place in a fantasy-themed overworld with occasion spelunking for treasure. In 1984, a computer game called Montezuma’s Revenge continued the treasure hunting adventure theme, and while this probably belongs in our discussion next week regarding computer games, Montezuma’s Revenge was also quite popular on the Atari 2600 and ColecoVision in the waning days of both consoles as well as for the Sega Master System in a much-improved edition. This game, created by Utopia Software for Parker Brothers, involved taking control of Panama Joe and searching an ancient Aztec catacombs in search of a warrior’s treasure that’s guarded by monsters and a significant number of traps. It’s a challenging and surprisingly lengthy game that takes place in several large maps shaped like pyramids with long corridors and deep chambers shown one screen at a time. Though all of the versions are more or less the same and the Master System’s port is not particularly impressive by today’s standards, I’d still suggest this later version is the one to play since it retains a lot of the challenge and charm of the original action adventure game while also toning down some of the more arbitrary challenges created by stiff controls and overly aggressive enemies. Clearly, a lot of the games I’ve just described took some inspiration from Indiana Jones, but only one of the three games made about the character in the early 1980s was actually an action adventure platformer. We’ll talk about it next week when we discuss computer games, since it was exclusive to the Commodore 64. But one more cavern-exploring game worth mentioning is H.E.R.O. – that’s an acronym for Helicopter Emergency Rescue Operation – another game from Activision released in 1984 initially for the Commodore 64, but finding its way to consoles rather quickly on the Atari 2600, ColecoVision and Atari 5200 the same year and then the SG-1000 in 1985. The premise of H.E.R.O. is that you’re an inventive rescuer named Roderick Hero who’s decided to delve into some mines inside what’s become an active volcano to rescue miners trapped inside. Your helicopter backpack lets you fly or hover around, and you also have a laser beam you can use to blast critters while you try to find places where you can blast holes in the walls with dynamite to reach the miners. You only get six sticks of dynamite, but you also have limited energy which can be exhausted by spending too much time fighting creatures or exploring. Fortunately, the levels are fairly short and straightforward, and the helicopter backpack serves as an interesting alternative to jumping. Action adventure platform games would grow a lot more sophisticated after 1985 as more sophisticated arcade games and Super Mario Bros. began exploring what else could be done with run and jump mechanics. But there are a handful of other action adventure platform games from the early 80s worth discussing, each with its own unique take on the formula. One of the most interesting early platform games of the 1980s was Taito’s Elevator Action, an action platformer with an espionage theme. The game begins with your character, Agent 17, codename “Otto,” attaching a cable to the roof of a 30-story building and then descending through it to gather secrets while avoiding or killing enemy agents and then jumping into a spy car at ground level. The game’s designed around elevators that run along the five vertical shafts within the building, and Agent 17 can either ride inside an elevator with full control, ride on top of it with no control or leap over the elevator shaft when there’s no elevator car present. The catch is that the enemies can also use the elevator. The result is an absolutely brilliant action game filled with tense shootouts as you search for red doors containing the secrets you need to complete the level. Though Taito only released a few official arcade sequels – the insanely violent 1994 game Elevator Action Returns, the 2001 lightgun game Elevator Action: Death Parade and the 2021 UNIS-developed Elevator Action Invasion – the series did get a Game Boy Color remake called Elevator Action EX, a Game Boy Advance remake called Elevator Action: Old & New and a PlayStation 3 remake called Elevator Action Deluxe. Surprisingly, most of these sequels don’t even try to connect their continuity to the original game, and very few games ever copied the formula. Another game about stealing is the 1982 Valadon Automation side-scroller Bagman, which Taito also published, though just in Japan – Stern Electronics published it in North America. If you’ve never played this one, you should – it involves navigating the titular bagman through mines to gather actual sacks of cash scattered across multiple interconnected screens. You have to get the bags up to the surface while dodging mine carts, bayonet-wielding guards and long falls. Your only weapon is a pickaxe you can occasionally pick up and use to stun the guards. The gameplay is sort of like Donkey Kong meets Space Panic meets Pitfall II with a little bit of Elevator Action tossed in due to the presence of a mine elevator. The 1984 sequel, Super Bagman, is even more sophisticated and adds in a Dig Dug-like mechanic where you can drop bombs on enemies beneath you. You can also buy a gun from the gunsmith’s shop. The platforming in both games is light, but you can jump over pits, and the constant climbing and descending ladders definitely feels on brand for the early action platformer genre. The Glob is a 1983 game from Epos Corporation that also uses elevators to take you between the six floors visible onscreen, and you can even use the elevator as a weapon to crush the alligators, frogs, monkeys, pigs and rabbits who patrol the corridors. The Glob is also very interesting because you can leap onto the ceiling and then drop down on enemies to consume them, a mechanic that’s sort of like the predecessor to jumping on enemies to knock them offscreen. The Glob was definitely not influential – in fact, it’s also similarly unknown by the names Super Glob and Beastie Feastie – and it was mainly sold as a conversion kit for Pac-Man cabinets. Another obscure but interesting action platformer is the 1984 Taito arcade game Ben Bero Beh, in which you are a goofy looking superhero and have to descend to the bottom of the screen and try to rescue your girlfriend from a fiery blaze. You’re clearly not a very good hero because other women can also be seen falling from windows on certain stages, but you are armed with a fire extinguisher and the ability to jump over some enemies and hazards. This game was exclusive to Japan and only recently made it to the United States through Hamster Corporation’s Arcade Archives series, but it’s an interesting example of how far the rescue gameplay of Donkey Kong evolved in just a few years. The subgenre known as the puzzle platformer evolved a bit later in the mid-1980s with some influence from Japanese computer games like Door Door and Doki Doki Penguin Land, but two games released in 1984 helped to establish the arcade variety of this style of platform game. One was Tecmo’s Bomb Jack, published under their earlier name of Tehkan. Bomb Jack is a caped superhero who flies around a single screen collecting bombs before they go off, and the catch is that there are lots of enemies onscreen, making use of the platforms or themselves flying around. The game was popular enough to receive an NES adaptation called Mighty Bomb Jack and a home computer sort-of platformer called Bomb Jack II, but aside from NMK’s obscure 1993 revival Bomb Jack Twin, the series vanished after that. Chack’n Pop also came out in 1984, and while it’s not a familiar game outside of Japan, it’s often referred to as Taito’s predecessor to its later comical action game platformers The Fairyland Story and Bubble Bobble, though it plays quite differently from those games. The premise is that you’re a little yellow guy named Chack’n who has to navigate maze-like screens by either walking on the floors or ceilings and catch enemies or their eggs in the smoke of the bombs you can drop. The longer you take, the more enemies there are that hatch from the eggs, and your objective is either to eliminate all your foes or to dodge them and reach the hearts that collect at the top of the screen. Completing the stages with all the hearts collected lets you make an honest woman out of Miss Chack’n in a wedding ceremony at the end. Maze and chase games also found some opportunity in the platform genre. One of the most famous is Data East’s 1982 hit Burger Time, a game where you play as Chef Peter Pepper and create giant burgers by walking over the ingredients. Oddly, this attracts the attention of the eggs, sausages and pickles in your kitchen, and they follow you around to try to stop you. There’s no jump button in Burger Time – it’s all climbing and descending ladders – but you do have the ability to sprinkle pepper on those rogue ingredients or trap them in the falling hamburger layers. Burger Time has been remade several times, but it also got an official sequel in 1984 called Peter Pepper's Ice Cream Factory, where you assemble dessert by tossing around scoops of ice cream or rolling them into cones, where they mysterious get covered in hot fudge, sprinkles and a cherry on top like a sundae. Chasing you this time are jugs of milk, donuts, strawberries and a kitchen timer, but you do get a jump button this time around. The cat and mouse arcade game Mappy came out between these two games in 1983 and adapted Namco’s toy robots Mappy and Goro into video game adversaries. Mappy is a police officer mouse who has to retrieve stolen objects from the cat Goro and his kitty henchmen the Meowkies, and to do so, he enters their house and moves between six different horizontal lanes by hopping onto trampolines and vaulting to the desired floor. The trampolines replace the need for a jump button, but also leave Mappy vulnerable to being touched by enemies, so he can knock them over with doors or sonic waves or drop bells on their heads. There are also holes Mappy can open up in later stages to drop enemies down a lane. Mappy is also one of the few chase games I’ve seen where the enemies are significantly faster than the hero character when they’re running on a flat platform, and because Mappy’s invincible when he enters the trampoline shaft, a key strategy is to repeatedly bounce and try to lure the enemies onto floors that will slow them down while Mappy escapes. While the puzzle and maze and chase platformers tend to differ in objectives, most are centered around either collecting things or enemy elimination, but not both at the same time. You might see some collectible objects allow you to boost your points in an enemy elimination game or you might see some enemies be killable for points in a collectible game, but how you advance is typically focused on that single objective. Taito stuck to the single screen enemy elimination platforming formula for awhile with comical action games like The Fairyland Story, Bubble Bobble, Rainbow Islands, Parasol Stars and Don Doko Don, most of which include that puzzle platformer sensibility of finding secrets and unlocking additional stages or endings. Of course, once 1985 rolled around, many games started shifting to scrolling screen platforming, a style that is often credited to Super Mario Bros. but which actually owes its existence to Namco as they attempted to adapt the Pac-Man Hanna-Barbera animated series into a video game. The resulting game, 1984’s Pac-Land, not only brought Pac-Man into a platformer for the first time, but wound up being one of the most unintentionally influential games in history, despite rarely receiving credit for its contributions. So as we discuss Pac-Land, let’s get one thing out of the way right away – no, it was not the direct inspiration for Super Mario Bros., at least not according to Shigeru Miyamoto, who’s quoted in the 1998 Kenji Eno-authored Japanese-language book Super Hit Game Studies as saying that he only took some ideas from the game, like the scrolling levels and the blue skies. Pac-Man creator Toru Iwatani also once said in an interview with Geek Culture that Miyamoto told him he’d been inspired by [https://web.archive.org/web/20170820031126/https:/geekculture.co/interview-with-toru-iwatani-creator-of-pac-man/]Pac-Land [https://web.archive.org/web/20170820031126/https:/geekculture.co/interview-with-toru-iwatani-creator-of-pac-man/], but gave no details on how. Comments like these have been way overblown by gamers over the years to establish the so-called trivia that Super Mario Bros. was directly inspired by Pac-Land, but if you play the two games one after another, you’re going to see that it just isn’t so. It’s like that piece of trivia you’ll see sometimes that George Lucas was inspired to create Star Wars by watching the Akira Kurosawa film The Hidden Fortress. There are some commonalities, sure, but just as George Lucas had a number of inspirations behind his creation, so too did Shigeru Miyamoto. Pac-Land also wasn’t the first scrolling platformer. Just among the games we’ve discussed, the 1983 game Mappy scrolls horizontally and Elevator Action scrolls vertically. And the 1982 game Jungle Hunt’s levels also scroll horizontally in one direction, though they go from right to left rather than left to right. Even so, Pac-Land is deserving of being recognized as the first horizontal-scrolling platformer that pushes the action from left to right in the running and jumping style we know today, and it has all the hallmarks of a true scrolling platform game. There are physics that allow Pac-Man to run and jump and collide with objects, there’s a story about returning lost fairies to Fairyland and there are all five of our objectives – rescuing fairies, eliminating ghosts, collecting points and power-ups, surviving to the end and getting to the “Break Time” sign in each stage before the timer at the bottom of the screen runs out. There are levels that take place on the ground, but also levels with honest-to-goodness platforms to jump on. There are also ramps that allow you to jump super far over large bodies of water and magic boots that allow you to take Pac-Man home after he rescues a fairy. And the game’s theme, drawn directly from the animated show, is not abstract like previous Pac-Man games, but cohesive, with towns and buildings and forests and canyons and deserts and magical doorways to Fairyland. Ghosts drive cars and buses and fly around in planes or flying saucers and jump on pogo sticks. Fire hydrants shoot blasts of water horizontally, tree trunks and cacti impede your progress, geysers blast water upwards, log bundles and clouds move up and down like moving platforms, and buildings you enter obscure your vision and create maze-like labyrinths to navigate. In short, Pac-Land is like nothing that came before it, but like nearly every scrolling platformer that came after it. The only thing it lacks is a true ending – the game just keeps repeating after you complete its initial 32 rounds. But that was also true of a number of 1980s games of all types, more a limitation of the rapidly evolving design philosophy than the game itself. Pac-Land is otherwise the platformer transformed, integrating all of the ideas we’ve been discussing into one impressive package. The only problem is that it wasn’t very popular – at least not compared to the Pac-Man games that came before it, nor compared to the likes of Donkey Kong or Pitfall!. Its influence was felt more strongly among game developers, particularly in Japan, than it was among actual gamers. If Pac-Land was the turning point for the platform game, Super Mario Bros. is where the genre found its stride and people started paying attention. And we’re going to get to Mario and his brother in a couple of weeks. But next week, we’re going to talk about early 1980s platformers on computer platforms such as the Apple II, Commodore 64, IBM PC, ZX Spectrum and Atari 8-bit that helped to further evolve what these games could do. We’ll also touch on the Japanese platformers on the PC-88, MSX and FM-7.As always, I’ll dive deep into talking about games you might not know as well, and we’ll touch on quite a few you ought to check out! It’s going to be a fun series, and I hope you’re looking forward to seeing where this discussion will take us! If you enjoy this show, you can read this series every week on my Substack at Greatestgames.substack.com [http://Greatestgames.substack.com], where you’ll also find brand new articles on other great games you’ve (probably) never played. And you’re always welcome to talk with me on Bluesky! I’m Sean Jordan, I am your Great Game Guide, and I’ll be back next week with more to explore! THIS WEEK’S RECOMMENDED GAME TO TRY Before I let you go every week, I close out the show with a game I want you to try that’s a little off the beaten path. This isn’t sponsored content and I don’t have any financial stake in anything I recommend; these are games that I think are really good but don’t have as much exposure as some of the more popular ones. This week, I’m recommending The Talos Principle 2, by Croteam. This one may not be off the beaten path for some – it was mildly popular when it debuted in 2023 and it’s the sequel to a fairly well-established 2014 puzzle game. But I took a pass on it when it first debuted because the initial puzzles felt like more of the same, just this time using Egyptian theming rather than Sumerian. I’m not sure why Croteam started the game off that way, because once you get past those first few puzzles, the game is very different from its predecessor, taking you to the city of New Jerusalem where you and nearly a thousand other “humans” – or, more precisely, synthetic beings with the minds of humans – are visited by what appears to be the spirit of Prometheus, or at least a projection of him by some sentient particles. You and four other people mount an expedition to a superstructure where more of these particles reside and you both explore the outskirts and complete more puzzles. But this time, there’s a deeper story linking everything together, and unlike the first game’s dump of information through terminals and cryptic statements from the godlike AI program known as Elohim, the story’s told properly through character interactions, partially-interactive cutscenes and player choice. The Talos Principle 2 definitely delivers in the puzzle department, just like the original, but it also really ups the ante on the graphics and music this time around. If you complete the game’s main story and optional puzzles, there are also three DLC sidequests to try out, two of which involve some of the other characters from the main game. And there’s a threequel on the way, planned for next year, which will wrap up the series. I’ll be sure not to sleep on that one – part 2 is so good I’m excited to see what comes next, even if it’s just more puzzles! Oh, and while there’s not official VR support yet like there is for the original Talos Principle, you can definitely get it running with the UEVR injector [https://www.reddit.com/r/VRGaming/comments/1cw4tiv/talos_principle_2_in_uevr/]. It’s a gorgeous enough game to be worth the trouble! This is a public episode. If you would like to discuss this with other subscribers or get access to bonus episodes, visit greatestgames.substack.com [https://greatestgames.substack.com?utm_medium=podcast&utm_campaign=CTA_1]
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