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It is not easy to rank the top 10 greatest platform games, especially with the heated debate that occurred during our discussion. By the time we had decided on our first five, we were already exhausted, and we knew there would be at least another few rounds of debate before we were done. We also knew that we needed to focus on the games that defined or revolutionised the platform genre. As such, we looked at technical innovation, lasting influence on game design, and most importantly, whether these games still hold up today when stripped of nostalgia. We analysed each of these titles based on their ability to push the boundaries of the platform genre through graphics, mechanics, level design, and sheer creative ambition.

Quick Rankings

1. Super Mario 64 – The game that invented 3D platforming
2. Super Mario World – The launch title that justified the SNES
3. Banjo-Kazooie – The collectathon that still hasn’t been beaten
4. Donkey Kong Country – Pre-rendered graphics that saved the SNES late in life
5. Mega Man X – The SNES reboot that made Mega Man cool again
6. Crash Bandicoot – The platformer that justified PlayStation’s existence
7. Spyro the Dragon – 3D platforming magic through perfect simplicity
8. Jak and Daxter – The PS2 platformer that bridged two generations
9. Rayman – The limbless hero that gave PlayStation its first great platformer
10. Earthworm Jim – The surreal platformer that shouldn’t have worked

1. Super Mario 64 (1996)

Best-Selling N64 Game 11+ million copies worldwide
Launch Success N64 system seller from day one
Speedrunning Legacy World records still being broken 28 years later
Technical Achievement Full 3D movement with analogue control

There is no question; this is the one game that cannot be debated. Super Mario 64 did not only launch the Nintendo 64, it invented a whole new genre of gaming. Prior to this game, 3D platforming was nothing more than theory. After this game, every developer had to figure out how Nintendo made moving a character in three dimensions feel natural, responsive, and enjoyable.

What Makes It Untouchable

The analogue control that made 3D movement intuitive for the first time in gaming history. The camera system that allowed players to control the camera. The physics engine that allowed Mario to slide down slopes, long jump across gaps, and build momentum in ways that felt perfectly natural. Princess Peach’s castle as a central hub world that connected all of the game’s areas seamlessly. Each painting portal led to a completely different world with unique mechanics. The 120 Power Stars that created meaningful exploration without feeling like padding.

Does It Still Hold Up?

The controls remain the gold standard for 3D platforming nearly three decades after its release. Modern games continue to copy Mario 64’s movement mechanics because Nintendo nailed it the first time around. The camera may struggle at times in tight spaces due to the technical limitations, but the core platforming experience is timeless. The speedrunning community continues to discover new techniques that demonstrate how deep the movement system actually is.

Read Timothy’s Analysis of How One Game Invented 3D Platforming →

2. Super Mario World (1990)

Global Sales 20.61 million copies sold
SNES Launch Title System seller from November 1990
Speedrunning Categories 11 Exit record under 12 minutes
Re-release Legacy Available on every Nintendo platform since 2007

Samuel argued for weeks that Super Mario World should be number one, citing that it perfected 2D platforming in ways that will never be replicated. Timothy countered that whilst Mario 64 created a genre, Super Mario World perfected one. We reached a compromise that acknowledged whilst Mario 64 created a new genre, Super Mario World perfected one.

What Makes It Untouchable

Yoshi introduced a new way of using mount gameplay that was fun instead of gimmicky. Cape Mario’s flying mechanics provided new ways to play levels, rewarding skilled players. The Overworld Map connected individual levels into a cohesive journey. Secret Exits showed hidden paths and Star Road warps. Switch Palaces altered level layouts forever once switched, making player choice alter the entire game world. Koji Kondo’s Soundtrack is the benchmark for platform game music.

Does It Still Hold Up?

The controls are perfect. Every jump, every move, every collision feels perfectly balanced. Level design teaches players new mechanics naturally without tutorials or hand-holding. Difficulty begins accessible, and builds to challenging without feeling unfair. Developers of indie games still study this game’s pacing and structure because Nintendo achieved a near-perfect balance in designing platform games.

Read Timothy’s Examination of the Launch Title That Justified the SNES →

3. Banjo-Kazooie (1998)

Metacritic Score 92% Based On 19 Reviews
Commercial Success More Than 3 Million Copies Sold
Marketing Budget $10 Million
Team Size Developed by a 15-Man Team At Rare

Marcus insisted that we placed this game too high until Timothy explained why Banjo-Kazooie represents the pinnacle of Collectathon Design. The debate became heated because everyone agreed the game was amazing, but could not agree if collectathons should receive a separate listing as a worthy sub-genre of platformers.

What Makes It Untouchable

Collectibles are balanced perfectly – never overwhelming, even though you have hundreds of things to collect. Musical Notes, Jiggies, Jinjos, and Honeycomb Pieces serve different mechanical functions, and are not just random trinkets. Every world introduces new mechanics via Bottles, from swimming in Bubblegloop Swamp to flying in Click Clock Wood. Click Clock Wood changes with seasons – transforming the same area four times with different challenges. Gruntilda’s Rhyming Dialogue keeps her personality consistent for hours of text. Stop ‘N’ Swop Mystery promises connection between games years before anyone achieved it.

Does It Still Hold Up?

Dual Character Mechanics are Unique – no other game has matched the way Banjo and Kazooie work together using different abilities complementing each other. Worlds are large enough to encourage exploration without being empty or confusing. Humour holds up because it is based on wordplay and character interactions rather than current references. Camera works better than most N64 games because Rare designed levels around camera movement.

Read Timothy’s Defence Of Why This Collectathon Still Hasn’t Been Beaten →

4. Donkey Kong Country (1994)

Sales Record Fastest selling video game at time of release
Launch Performance 1 million US copies in two weeks
Total Sales 9.3 million copies sold worldwide
SNES Ranking Third best-selling SNES game

Samuel Argued Passionately For Weeks That Donkey Kong Country’s Use Of Pre-Rendered Graphics Represented The Most Important Visual Innovation In Platform Game History. The Rest Of Us Questioned Whether Graphics Alone Were Enough To Earn Such A High Rating Until We Played The Game Again And Remembered How Perfectly Those Graphics Served The Gameplay Mechanics.

What Makes It Untouchable

Pre-Rendered Graphics Made 16-Bit Hardware Display Imagery That Looked Impossible For The Technology. Character Animations Convey Personality And Weight In Ways Sprite-Based Games Could Not Match. David Wise’s Soundtrack Performed Perfectly With The Atmospheric Visuals. Barrel Mechanisms Created Momentum-Based Movement Puzzles Unique To The Series. Each Kong Had A Distinct Ability Which Changed How Levels Were Played Instead Of Cosmetic Differences. Secret Areas Hidden Behind Environmental Details Provided Rewarding Observance.

Does It Still Hold Up?

The Graphics Remain Impressive Because They Emphasised Artistic Design Over Technical Showmanship. The Controls Feel More Weighty Than Some Players Prefer, However Others Find Them Sluggish Compared To Mario’s Precision. The Level Design Contains Cheap Deaths And Blind Jumps That Modern Design Would Avoid. Nevertheless, The Atmosphere And Character Design Remain Unmatched – no platformer has captured the same sense of exploring a living, breathing jungle ecosystem.

Read Samuel’s Exploration Of How Pre-Rendered Graphics Saved The SNES Late In Its Life →

5. Mega Man X (1993)

Worldwide Sales 1.165 million copies sold
Capcom Ranking 41st best-selling Capcom game
Magazine Ranked #28 Top 100 SNES Games
Franchise Impact Started An 8-Game Series Plus Spin-Offs

Timothy Defended Mega Man X’s Placement By Saying That It Was Able To Reinvent A Franchise Successfully Whilst Maintaining What Made The Original Special. Samuel Agreed, But Wanted To Place It Higher Based Solely On The Technical Advancements That Were Made In Porting The Game To The SNES From The NES Limitations.

What Makes It Untouchable

Dash Mechanism Completely Changed How Mega Man Moved Whilst Feeling Like A Natural Evolution Instead Of A Gimmick. Wall-Jumping Allowed Vertical Exploration Possibilities The Original Series Could Never Have Achieved. Charge Shot Added Strategy To Combat Whilst Preserving The Classic Mega Man Precision Requirements. Zero Introduced As A Character Who Defined The Future Direction Of The Franchise. Upgraded Graphics And Sound Showcased SNES Capabilities Without Losing The Tight Controls That Defined Classic Mega Man. Mature Storyline Expanded The Appeal Of The Series To Older Players.

Does It Still Hold Up?

The Controls Remain Absolutely Perfect – every jump, every shot, every dash feels precisely calibrated. The Level Design Teaches New Mechanics Naturally Whilst Providing Challenges That Reward Mastery. Boss Battles Maintain The Rock-Paper-Scissors Weakness System Whilst Adding New Movement Options Making Encounters More Dynamic. The Soundtrack By Setsuo Yamamoto Stands Amongst The Best In Gaming History. Modern Mega Man Games Continue To Reference X’s Design Innovations Because Capcom Got The Formula Right The First Time.

Read Timothy’s Review Of The SNES Reboot That Made Mega Man Cool Again →

6. Crash Bandicoot (1996)

Development Budget $1.6 million production cost
Worldwide Sales 6.8 million units sold by November 2003
Greatest Hits Status Inducted September 1997
PlayStation Impact First major PlayStation-exclusive mascot platformer

Samuel said that Crash Bandicoot showed PlayStation could compete in the platform game market, dominated by Nintendo. Marcus also said that Crash Bandicoot demonstrated PlayStation could compete in the platform game market, but he was unsure if the game’s “into-the-screen” running sections were innovative enough to warrant its standing. The debate centred around whether technical achievements or creative design had more value in determining how we rank these games.

What Makes It Untouchable

The corridor-style 3D level design that allowed the camera to move in real-time without needlessly complicating the visual experience. The character animations that captured the energy of a Saturday morning cartoon and translated that into polygon-based graphics. The mix of side-screen jumping and forward running sections provided visual variety for players whilst also providing a logical flow for the game. The collection of Wumpa fruits provided meaningful feedback rather than feeling arbitrary. The spin attack provided an offence mechanism as well as an environmental interaction tool. The villain, Dr. Neo Cortex, had personality expressed through limited hardware.

Does It Still Hold Up?

The controls feel more restrictive than modern 3D platformers due to Naughty Dog’s prioritisation of visual presentation over movement freedom. There are some sections of the game that rely on trial and error difficulty that modern design would avoid. However, the character personality and animation work remain impressive, and the level variety provides enough engagement for players who enjoy linear, focused platforming over open exploration. The Soundtrack matches the energetic personality of the game perfectly. Players who prefer the focus of modern platformers over open exploration will find Crash’s approach refreshing compared to modern collect-everything alternatives.

Read Samuel’s Analysis of the Platformer That Justified PlayStation’s Existence →

7. Spyro the Dragon (1998)

Worldwide Sales Almost 5 million copies worldwide
European Recognition Won Milia Gold prize for revenues >€20 million
Speedrunning Record Any% completion time: 27 minutes 25 seconds
Levels 35 levels, split across multiple worlds

Timothy said that Spyro the Dragon was included because of its perfect execution of accessible 3D platforming mechanics. Marcus questioned whether accessibility should be considered more important than innovation, which led to a lengthy debate about whether games deserve credit for doing simple things correctly versus trying to do complex things incorrectly.

What Makes It Untouchable

Gliding, which made traversing 3D space feel magical without creating unnecessary complexity in the controls. Charge attacks, which combined movement and combat into one satisfying action. Gems, which were collected to provide mechanical purpose rather than being used as arbitrary trinkets. Each level was designed with a clear goal and taught specific mechanics using environmental storytelling. The Soundtrack, composed by Stewart Copeland, successfully captured the whimsical fantasy atmosphere of the game. The hub worlds provided a logical connection between levels, also offering their own challenges for exploration.

Does It Still Hold Up?

The controls remain some of the most intuitive in 3D platforming – new players can master Spyro’s moveset within minutes. The camera system works better than many other PlayStation era games because Insomniac designed levels with camera limitations in mind. The art style hasn’t aged poorly because it focused on strong colour choices over photorealistic textures. Some later levels may become repetitive, and the difficulty curve could have been stiffer, but the core experience feels timely. The success of the Reignited Trilogy proved that the fundamental design remains appealing to modern audiences.

Read Timothy’s Appreciation of the 3D Platformer That Captured Magic Through Simplicity →

8. Jak and Daxter: The Precursor Legacy (2001)

Sales in the US 2 million copies by 2007
Technical Achievements No loading screens
Programming Achievement Used GOAL language for real-time code changes
Remastered Legacy Part of 2012 HD Collection

Marcus argued that Jak and Daxter deserved acknowledgement for taking the limits of the PlayStation 2 hardware to extremes, whilst also maintaining the collect-everything gameplay that made 3D platformers appealing. The rest of us agreed that the technical achievement of the game was worthwhile, but debated if the game’s design innovations justified ranking above earlier titles that influenced the genre.

What Makes It Untouchable

The seamless world where loading screens were eliminated years before other developers created similar technical accomplishments. Powers of nature, such as fire and water, that changed gameplay mechanics rather than simply providing visual effects. The buddy dynamic of Jak and Daxter that created character-driven storytelling rarely seen in platformers. Environmental variety that showcased the capabilities of the PS2’s visual engine whilst serving distinct gameplay purposes. Collecting Precursor orbs provided rewarding progression because of the world’s interconnected design. The animation system that created fluid and responsive character movement with analogue controls.

Does It Still Hold Up?

The controls feel modern because Naughty Dog reflected lessons learned from Crash Bandicoot’s more restrictive movement system. The world design encourages exploration without overwhelming players with collectible fatigue. The graphics show their age in terms of polygon counts and texture resolution, but the art direction is still visually appealing. Some platforming sections rely on precise timing, and players may feel unforgiving when playing at higher frame rates or with input lag on modern displays. The sequel’s darker tone was more influential, but the original’s optimistic adventure design feels refreshing compared to grittier modern alternatives.

Read Marcus’s Examination of the PS2 Platformer That Bridged Two Eras →

9. Rayman (1995)

Rayman Franchise Record Best-selling Rayman title with 3.03 million copies
Success Early in Career 400,000 copies sold in Europe by end of 1995
Ranking in 1995 Ranked #44 by Glitchwave users
Developer Recognition HD remake announced by creator Michel Ancel

New Player Ready defended Rayman’s place in the list because of the unique character design and techniques used to create the animations, both of which would influence countless platformers after him. Samuel said that the punishing difficulty and save system of the game make it more historically interesting than actually fun to play, leading to a discussion between Timothy and Marcus about how much weight accessibility should carry in determining classic status.

What Makes It Untouchable

Limbless character design that allowed for completely unique animation possibilities that no other platformer could recreate. Hand-drawn graphics that brought an artistic sophistication that was rarely seen in 16-bit era games. Helicopter hair, a mechanic that made platforming feel different from every other game in the genre. Environmental storytelling that provided atmosphere without dialogue or extended cut scenes. Music integration where sound effects and background music worked together to create rhythmic gameplay. Creative enemy designs that served distinct mechanical functions and maintained an artistic consistency.

Does It Still Hold Up?

The graphics remain beautiful because Ubisoft focused on artistic design over technical display. The animations have a timeless quality to them that polygonal characters from the same era cannot match. However, the difficulty spikes and checkpoint system feel brutal by today’s standards – some sections require pixel-perfect precision that can be alienating to players that are accustomed to more forgiving platformers. The controls are precise but unforgiving, and players that enjoy mastering challenging mechanics will love the game, whilst those looking for more accessible platforms will struggle with it.

Read New Player Ready’s Review of the Limbless Hero That Provided PlayStation’s First Great Platformer →

10. Earthworm Jim (1994)

Multi-Platform Release Genesis, SNES, Windows, MS-DOS versions
Development Team Created by Shiny Entertainment
Audio Achievement Tommy Tallarico and Mark Miller composed the Soundtrack
Cultural Impact Created animated TV series and merchandise

New Player Ready championed Earthworm Jim’s place in the list despite widespread scepticism amongst the rest of us. The debate centred around whether the humour and ambition of the game were enough to overcome the inconsistent level design and occasionally confusing mechanics. Eventually, we agreed that the game’s influence on personality-driven platformer design justified its place.

What Makes It Untouchable

Absurd humour that demonstrated platformers could have genuine personality beyond mascot appeal. Animation quality that competed with Saturday morning cartoons despite the 16-bit hardware limitations. Whip mechanic that made Jim’s suit serve both narrative and gameplay functions. Variety in levels that included traditional platforming, racing sequences, puzzle sections. Soundtrack that captured the manic energy of the game by Tommy Tallarico. Boss battles that prioritised memorable encounters over complexity of mechanics.

Does It Still Hold Up?

The humour remains funny because it’s based on surreal situations rather than contemporary references that age poorly. The animation work still impresses because Shiny Entertainment prioritised character expression over technical spectacle. However, some levels have unclear objectives, cheap deaths that feel unfair rather than challenging, and the controls lack the precision of contemporary platformers, making difficult sections frustrating rather than rewarding. Players who value creative ambition over mechanical refinement will find much to like, whilst those valuing responsive gameplay may struggle with the inconsistencies.

Read New Player Ready’s Analysis of the Surreal Platformer That Shouldn’t Have Worked →

Almost Made the Cut

Sonic the Hedgehog 2 nearly broke us apart because Samuel insisted it was worthy of placement based only on the technical achievement of smooth high-speed scrolling on Genesis hardware. Timothy said that speed-focused platforming created more problems than solutions, whilst Marcus defended the buddy mechanics introduced through Tails. We ultimately decided that although historically significant, the game’s philosophy on design pointed towards problems that would plague later Sonic titles.

Super Metroid caused debates on whether platformers that emphasised exploration belonged in the same category as traditional jump-focused games. The game’s influence on indie developers and its perfection of atmospheric storytelling nearly earned it a spot, but we ultimately decided its hybrid nature made direct comparison unfair to purely platforming-focused titles.

Castlevania: Symphony of the Night faced similar questions regarding categorisation – its RPG elements and combat focus distinguished it from pure platformers, yet shared many similarities in terms of mechanics. Samuel fought hard for its placement based on the technical artistry and lasting influence, but the rest of us felt it deserved recognition in a separate listing.

Super Mario Bros. 3 came closer than any other game to making our list. Timothy argued passionately that it represented the pinnacle of 2D platformer design, with power-up variety and level creativity that hasn’t been surpassed. We ultimately decided that


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