Platforming

Platforming is a gameplay challenge wherein the player character must traverse a space by Jumping or using other Alternative Movement Options to move between a series of platforms without falling or, frequently, touching hazards. The penalty for failure is usually that the challenge must be re-attempted from the beginning or the last Checkpoint and may also include death or loss of Health.

Many other mechanics can feature in Platforming to increase complexity and difficulty. Moving Platforms can add elements of timing. Advanced Movement Techniques will raise the Execution Barrier present in all Platforming challenges. Platforming is generally designed around the movement options a player has access to, which may change due to Powerups.

Examples

Super Mario Bros. (1985) – Features basic Platforming with a Jump and Sprint but mostly static level design, though Moving Platforms do appear in some levels.

Super Mario 64 (1996) – Features Platforming in a wide variety of 3-dimensional environments which feature Moving Platforms to varying degrees.

Celeste (2018) – Features incredibly complex Platforming with a wide variety of Moving Platforms and Powerups, and the later levels require the use Advanced Movement Techniques to complete them.

Hollow Knight: Silksong (2025) – Many parts of the game feature Platforming, particularly involving features which must be Attacked to bounce off of them. Some of these features are also damaging hazards.

Trackmania (2020) – Rather than Jumping, tracks often require the player to Ground Vehicle Movement off of ramps to launch from one platform to the next.

See Also

Jump – Primary traversal mechanic in Platforming.

Alternative Movement Option – Common in games with a Platforming focus to add complexity

Moving Platform – Common in Platforming to add difficulty

Checkpoint – Common in Platforming to prevent the player from needing to unnecessarily repeat sections

Advanced Movement Technique – Used in many games to add complexity and difficulty to Platforming