While the Super Nintendo and Genesis eras are universally synonymous with Mario and Sonic, respectively, the period also saw a vibrant explosion of alternative platforming mascots who brought unique mechanics and highly creative level design to the genre. For the connoisseur, exploring these “unsung heroes” provides a deeper appreciation for the genre’s diversity and technical risk-taking.
One of the most technically ambitious alternatives was Rayman (1995). Developed for 32-bit consoles, Rayman was a 2D masterpiece of animation. Its fluidity and sheer number of animation frames were unmatched, giving the character a rubber-limbed, expressive movement style that felt entirely new. The levels were designed not just for traversal but for artistic beauty, pushing the consoles’ colour palettes to the max and proving that 2D platforming still held immense potential despite the industry’s shift to 3D.
When 3D platforming arrived, Crash Bandicoot (1996) became the PlayStation’s flagship answer to Mario. Naughty Dog’s design was brilliantly constrained: Crash could only move in a fixed forward-and-back corridor, often called “2.5D.” This restrictive perspective solved the camera issues plaguing many early 3D games and allowed the developers to focus entirely on precision platforming, turning the levels into elaborate, high-speed obstacle courses. Meanwhile, the PC had its own champion in Commander Keen (1990), an early shareware classic that utilized advanced adaptive scrolling on the PC, bringing console-quality fluidity to the platform and introducing a charming, nerdy hero to a generation of DOS gamers. These characters demonstrated that true platforming greatness is born from mechanical innovation and distinctive personality, rather than reliance on established brand names alone.