Alpha Waves had players bounce on platforms in 3D as early as 1990.
The term 3D platformer usually refers to games that feature gameplay in three dimensions and polygonal 3D graphics. Games that have 3D gameplay but 2D graphics are usually included under the umbrella of isometric platformers, while those that have 3D graphics but gameplay on a 2D plane are called 2.5D, as they are a blend of 2D and 3D.
The first attempts to bring platform games into 3D used 2D graphics and an isometric perspective. These games are nearly as old as the genre itself, one of the earliest examples being Sega's Congo Bongo in 1983. The first platformers to simulate a 3D perspective and moving camera emerged in the early-mid-1980s. An early example of this was Konami's platform game Antarctic Adventure,[49] where the player controls a penguin in a forward-scrolling third-person perspective while having to jump over pits and obstacles.[49][50][51] Originally released in 1983 for the MSX computer, it was subsequently ported to various platforms the following year,[51] including an arcade version,[49] NES,[51] and ColecoVision.[50] That same year, I, Robot, though not a platformer, featured filled 3D polygonal graphics, flat shading, and camera control options, which were not widely adopted by platformers until the 1990s.
1986 saw the release of the sequel to forward-scrolling platformer Antarctic Adventure called Penguin Adventure, which was designed by Hideo Kojima.[52] It included more action game elements, a greater variety of levels, RPG elements such as upgrading equipment,[53] and multiple endings.[54] Trailblazer, released to various computer systems in 1986, used a simple line scroll effect to create a forward scrolling pseudo-3D play field where players manipulated a bouncing ball to leap over obstacles and pitfalls.
In early 1987, Square released 3-D WorldRunner, designed by Hironobu Sakaguchi and Nasir Gebelli.[55][56] Using a forward-scrolling