While the platforming genre is globally defined by the monumental successes of Super Mario Bros. and Sonic the Hedgehog, a deep dive into the 8-bit and 16-bit libraries reveals dozens of masterfully designed, albeit less-known, platformers that deserve recognition from enthusiasts. These titles often experimented with unique mechanics, level designs, and aesthetics that pushed the boundaries of what a character could do on a single plane.
On the NES, for example, Gargoyle’s Quest II (1992) or its predecessor Demon’s Crest on the SNES (which often gets overshadowed by Castlevania) offered a distinctly dark aesthetic and unique movement mechanics. Rather than simply jumping, the protagonist, Firebrand, could hover and cling to walls, forcing a different kind of spatial puzzle-solving than a typical side-scroller. Another standout is Bionic Commando (1988), which famously refused to allow the player to jump. Instead, the entire game revolved around the precise use of a grappling arm, requiring incredible foresight and timing to navigate complex vertical spaces. It was a revolutionary mechanical constraint that made the game feel entirely fresh.
Moving into the 16-bit era, while many games chased the cartoon aesthetic, titles like Earthworm Jim (1994) stood out for their bizarre humour, fluid animation, and unexpected genre shifts (like underwater racing or bungee jumping). Gunstar Heroes (1993) on the Genesis, while technically a run-and-gun, pushed platforming conventions with incredible technical effects and a customizable weapon system that offered millions of combinations. These games succeeded because they understood that platforming is about more than traversing flat ground; it is about providing the player with an engaging, well-defined set of movement tools and creating levels that challenge the mastery of those tools in creative, surprising ways. They are the essential deep cuts that prove the sheer diversity and ingenuity of the genre during its prime.