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* ''VideoGame/Rayman2'' (Downplayed. Most levels are linear, but you do need to collect a certain number of Yellow Lums to progress in the game, and the PS2 version does have hubs that are explorable to an extent)
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* ''VideoGame/{{Poi}}''. One of the absolute straightest examples on this page.
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* ''VideoGame/{{Glover}}''
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Enter the Collect-A-Thon (short for "Collection Marathon"). A style of PlatformGame that was very popular in that era, inspired by the advent of ''VideoGame/SuperMario64'', which sought to take advantage of the new axis provided by 3D polygons through large, explorable worlds where players could move around freely. This, however, led to some new problems: traditional {{Level Goal}}s at the end of linear paths looked a bit pointless in this new open-world reality. 3D perspective also made it harder for players to gauge height and distance during jumping sections, which wasn't helped by the camera now being [[FreeRotatingCamera dynamic]] instead of fixed (player breaks for camera adjusting were frequent back then). The solution was to downplay the actual platforming and turn exploration into a major part of the experience (if not, the main attraction), but that also meant having to incentivize the player with some sort reward that could also function as a goal in order to do so; that's were the collection aspect comes in.

to:

Enter the Collect-A-Thon (short for "Collection Marathon"). A style of PlatformGame that was very popular in that era, inspired by the advent of ''VideoGame/SuperMario64'', which sought to take advantage of the new axis provided by 3D polygons through large, explorable worlds where players could move around freely. This, however, led to some new problems: traditional {{Level Goal}}s at the end of linear paths looked a bit pointless in this new open-world reality. 3D perspective also made it harder for players to gauge height and distance during jumping sections, which wasn't helped by the camera now being [[FreeRotatingCamera dynamic]] instead of fixed (player breaks for camera adjusting were frequent back then). The solution was to downplay sideline the actual platforming and turn exploration into a major part of the experience (if not, the main attraction), but that also meant having to incentivize the player with some sort reward that could also function as a goal in order to do so; that's were the collection aspect comes in.
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** ''VideoGame/BugsBunnyAndTazTimeBusters''
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* ''VideoGame/BugsBunnyLostInTime''
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* ''VideoGame/Vexx''

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* ''VideoGame/Vexx''''VideoGame/{{Vexx}}''
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* ''VideoGame/Vexx''
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** ''VideoGame/SpyroSeasonOfIce''
** ''VideoGame/Spyro2SeasonOfFlame''


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** ''VideoGame/SpyroAttackOfTheRhynocs''


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** ''VideoGame/SpyroReignitedTrilogy''
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In the late [[TheNineties 90's]], [[UsefulNotes/TheFifthGenerationOfConsoleVideoGames 3D polygons were ready to take over the gaming industry]]. A good chunk of the market at the time consisted of 2D {{Platform Game}}s, so developers had the job to figure out a way for those obstacle courses to properly transition into a 3D space. The answer was to seemingly downplay the "obstacle course" part.

to:

In the late [[TheNineties 90's]], [[UsefulNotes/TheFifthGenerationOfConsoleVideoGames 3D polygons were ready to take over the gaming industry]]. A good chunk of the market at the time consisted of 2D {{Platform Game}}s, so developers had the job to figure of figuring out a way for those obstacle courses to properly transition into a 3D space. The answer was to seemingly downplay the "obstacle course" part.
Is there an issue? Send a MessageReason:
None


Enter the Collect-A-Thon (short for "Collection Marathon"). A style of PlatformGame that was very popular in that era, inspired by the advent of ''VideoGame/SuperMario64'', which sought to take advantage of the new axis provided by 3D polygons through large, explorable worlds where players could move around freely. This, however, led to some new problems: traditional {{Level Goal}}s at the end of linear paths looked a bit pointless in this new open-world reality. 3D perspective also made it harder for players to gauge height and distance during jumping sections, which wasn't helped by the camera now being [[FreeRotatingCamera dynamic]] instead of fixed (breaks for camera adjusting were frequent back then). The solution was to downplay the actual platforming and turn exploration into a major part of the experience (if not, the main attraction), but that also meant having to incentivize the player with some sort reward that could also function as a goal in order to do so; that's were the collection aspect comes in.

to:

Enter the Collect-A-Thon (short for "Collection Marathon"). A style of PlatformGame that was very popular in that era, inspired by the advent of ''VideoGame/SuperMario64'', which sought to take advantage of the new axis provided by 3D polygons through large, explorable worlds where players could move around freely. This, however, led to some new problems: traditional {{Level Goal}}s at the end of linear paths looked a bit pointless in this new open-world reality. 3D perspective also made it harder for players to gauge height and distance during jumping sections, which wasn't helped by the camera now being [[FreeRotatingCamera dynamic]] instead of fixed (breaks (player breaks for camera adjusting were frequent back then). The solution was to downplay the actual platforming and turn exploration into a major part of the experience (if not, the main attraction), but that also meant having to incentivize the player with some sort reward that could also function as a goal in order to do so; that's were the collection aspect comes in.
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None


Enter the Collect-A-Thon (short for "Collection Marathon"). A style of PlatformGame that was very popular in that era, inspired by the advent of ''VideoGame/SuperMario64'', which sought to take advantage of the new axis provided by 3D polygons through large, explorable worlds where players could move around freely. This, however, led to some new problems: traditional {{Level Goal}}s at the end of linear paths looked a bit pointless in this new open-world reality. 3D perspective also made it harder for players to gauge height and distance during jumping sections, which wasn't helped by the camera now being [[FreeRotatingCamera dynamic]] instead of fixed. The solution was to downplay the actual platforming and turn exploration into a major part of the experience (if not, the main attraction), but that also meant having to incentivize the player with some sort reward that could also function as a goal in order to do so; that's were the collection aspect comes in.

to:

Enter the Collect-A-Thon (short for "Collection Marathon"). A style of PlatformGame that was very popular in that era, inspired by the advent of ''VideoGame/SuperMario64'', which sought to take advantage of the new axis provided by 3D polygons through large, explorable worlds where players could move around freely. This, however, led to some new problems: traditional {{Level Goal}}s at the end of linear paths looked a bit pointless in this new open-world reality. 3D perspective also made it harder for players to gauge height and distance during jumping sections, which wasn't helped by the camera now being [[FreeRotatingCamera dynamic]] instead of fixed.fixed (breaks for camera adjusting were frequent back then). The solution was to downplay the actual platforming and turn exploration into a major part of the experience (if not, the main attraction), but that also meant having to incentivize the player with some sort reward that could also function as a goal in order to do so; that's were the collection aspect comes in.
Is there an issue? Send a MessageReason:
None


Enter the Collect-A-Thon (short for "Collection Marathon"). A style of PlatformGame that was very popular in that era, inspired by the advent of ''VideoGame/SuperMario64'', which sought to take advantage of the new axis provided by 3D polygons through large, explorable worlds where players could move around freely. This, however, led to some new problems: traditional {{Level Goal}}s at the end of linear paths looked a bit pointless in this new open-world reality. 3D perspective also it harder for players to gauge height and distance during jumping sections. The solution was to downplay the actual platforming and turn exploration into a major part of the experience (if not, the main attraction), but that also meant having to incentivize the player with some sort reward that could also function as a goal in order to do so; that's were the collection aspect comes in.

to:

Enter the Collect-A-Thon (short for "Collection Marathon"). A style of PlatformGame that was very popular in that era, inspired by the advent of ''VideoGame/SuperMario64'', which sought to take advantage of the new axis provided by 3D polygons through large, explorable worlds where players could move around freely. This, however, led to some new problems: traditional {{Level Goal}}s at the end of linear paths looked a bit pointless in this new open-world reality. 3D perspective also made it harder for players to gauge height and distance during jumping sections.sections, which wasn't helped by the camera now being [[FreeRotatingCamera dynamic]] instead of fixed. The solution was to downplay the actual platforming and turn exploration into a major part of the experience (if not, the main attraction), but that also meant having to incentivize the player with some sort reward that could also function as a goal in order to do so; that's were the collection aspect comes in.

Changed: 138

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Enter the Collect-A-Thon (short for "Collection Marathon"). A style of PlatformGame that was very popular in that era, inspired by the advent of ''VideoGame/SuperMario64'', which sought to take advantage of the new axis provided by 3D polygons through large, explorable worlds where players could move around freely. This, however, led to a new problem: traditional {{Level Goal}}s at the end of linear paths looked a bit pointless in this new open-world reality. The solution was to turn exploration into a major part of the experience (if not, the main attraction), but that also meant having to incentivize the player with some sort reward that could also function as a goal in order to do so; that's were the collection aspect comes in.

to:

Enter the Collect-A-Thon (short for "Collection Marathon"). A style of PlatformGame that was very popular in that era, inspired by the advent of ''VideoGame/SuperMario64'', which sought to take advantage of the new axis provided by 3D polygons through large, explorable worlds where players could move around freely. This, however, led to a some new problem: problems: traditional {{Level Goal}}s at the end of linear paths looked a bit pointless in this new open-world reality. 3D perspective also it harder for players to gauge height and distance during jumping sections. The solution was to downplay the actual platforming and turn exploration into a major part of the experience (if not, the main attraction), but that also meant having to incentivize the player with some sort reward that could also function as a goal in order to do so; that's were the collection aspect comes in.
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* ''VideoGame/TheSpongebobMovieGame'' (Console version only. While more linear than its predecessor, it still features optional areas to explore and gated progression in the form of new moves from Mindy, which are needed to finish their respective levels and require collecting a set number of Goofy Goober Tokens.)
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The genre would eventually lose popularity somewhere in the early 00's as games like ''VideoGame/GrandTheftAutoIII'' would expand further on the [[WideOpenSandbox open-world concept]]. That said, the notion of exploring worlds in order to find and collect things was not lost in many modern games. In fact, it still persists even two decades later. 3D Platformers, however, would fall to the wayside by the mid-00's just as 2D ones returned to viability in the market (thanks to the success of ''VideoGame/NewSuperMarioBros'' and other games of the type that thrived on handhelds and even consoles). The term "Collect-A-Thon" itself is relatively recent (back in the 90's, those were just good old Platform Games, except in 3D) and sorta carries a derisive tone to it, but there are many who still utilize it unironically, especially for more modern takes of the genre.

to:

The genre would eventually lose popularity somewhere in the early 00's as games like ''VideoGame/GrandTheftAutoIII'' would expand further on the [[WideOpenSandbox open-world concept]]. That said, the notion of exploring worlds in order to find and collect things was not lost in many modern games. In fact, it still persists even two decades later. 3D Platformers, however, would fall to the wayside by the mid-00's just as 2D ones returned to viability in the market (thanks thanks to the success of ''VideoGame/NewSuperMarioBros'' and other games of the type that thrived on handhelds and even consoles).consoles. The term "Collect-A-Thon" itself is relatively recent (back in the 90's, those were just good old Platform Games, except in 3D) and sorta carries a derisive tone to it, but there are many who still utilize it unironically, especially for more modern takes of the genre.
Is there an issue? Send a MessageReason:
None


Collect-A-Thons are known to fill their worlds with trinkets of various types, [[PickupHierarchy each in their own tiers of importance]]. Primary collectibles are rare and the most important to get, always requiring one or more objectives of relatively moderate-to-hard difficulty to be completed before awarded (they're often shiny and/or gold, to highlight their importance). Secondary and tertiary collectibles, on the other hand, are plentiful and serve to directly or indirectly help the player obtain primary ones, either by outright granting said primary collectibles after enough of them are picked up, [[FollowTheMoney guiding the player]] towards points of interest or being used as "currency" for new moves and weapons that will be necessary in the long run. There are also [[CollectionSidequest "bonus" collectibles]] that are generally optional to a non-HundredPercentCompletion run, meaning they can be either easier or ''harder'' to collect depending on how useful the reward provided is.

to:

Collect-A-Thons are known to fill their worlds with trinkets of various types, [[PickupHierarchy each in their own tiers of importance]]. Primary collectibles are rare and the most important to get, always requiring one or more objectives of relatively moderate-to-hard difficulty to be completed before awarded (they're often shiny and/or gold, to highlight their importance). Secondary and tertiary collectibles, on the other hand, are plentiful and serve to directly or indirectly help the player obtain primary ones, either by outright granting said primary collectibles after enough of them are picked up, [[FollowTheMoney guiding the player]] player towards points of interest interest]] or being used as "currency" for new moves and weapons that will be necessary in the long run. There are also [[CollectionSidequest "bonus" collectibles]] that are generally optional to a non-HundredPercentCompletion run, meaning they can be either easier or ''harder'' to collect depending on how useful the reward provided is.
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idk I just thought of this



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[[caption-width-right:350:[[Series/FullHouse Everywhere you look, everywhere you go!]]]]
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* ''VideoGame/{{Psychonauts}}'' (Zigzagged. The game has loads of collectibles, but progress is mostly independent of them. We say "mostly" because there are one or two instances with obstacles requiring abilities only obtainable under a specific rank. Collecting figments and challenge markers is necessary in order to rank up in the first place)

to:

* ''VideoGame/{{Psychonauts}}'' (Zigzagged. The game has loads of collectibles, but progress is mostly independent of them. We say "mostly" because there are one or two many instances with obstacles requiring abilities only obtainable under a specific rank. Collecting figments and challenge markers is necessary in order to rank up in the first place)
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The core formula is as follows: [[GottaCatchThemAll collect X number of Y things to advance further into the game]]. There are barriers, natural or not, that will prevent the player from just moving on to the next level unless they explore and collect enough of the resident {{Plot Coupon}}s; however, very rarely are those conditions unfair (especially in the early game) and having to gather every collectible possible is always never necessary if you just want to finish the game, GoldenEnding aside.

to:

The core formula is as follows: [[GottaCatchThemAll collect X number of Y things to advance further into the game]]. There are barriers, natural or not, that will prevent the player from just moving on to the next level unless they explore and collect enough of the resident {{Plot Coupon}}s; however, very rarely are those conditions unfair (especially in the early game) and having to gather every collectible possible is always never necessary if in case you just want to finish the game, GoldenEnding aside.
Is there an issue? Send a MessageReason:
None


Enter the Collect-A-Thon (short for "Collection Marathon"). A style of PlatformGame that was very popular in that era, inspired by the advent of ''VideoGame/SuperMario64'', which sought to take advantage of the new axis provided by 3D polygons through large, explorable worlds where players could move around freely. This, however, led to a new problem: traditional {{Level Goal}}s at the end of linear paths looked a bit pointless in this new open-world reality, resulting in exploration suddenly becoming a major part of the experience (if not, the main attraction), so it naturally had to be incentivized through some sort of reward that could also function as a goal; that's were the collection aspect comes in.

to:

Enter the Collect-A-Thon (short for "Collection Marathon"). A style of PlatformGame that was very popular in that era, inspired by the advent of ''VideoGame/SuperMario64'', which sought to take advantage of the new axis provided by 3D polygons through large, explorable worlds where players could move around freely. This, however, led to a new problem: traditional {{Level Goal}}s at the end of linear paths looked a bit pointless in this new open-world reality, resulting in reality. The solution was to turn exploration suddenly becoming into a major part of the experience (if not, the main attraction), so it naturally had but that also meant having to be incentivized through incentivize the player with some sort of reward that could also function as a goal; goal in order to do so; that's were the collection aspect comes in.
Is there an issue? Send a MessageReason:
None


Enter the Collect-A-Thon (short for "Collection Marathon"). A style of PlatformGame that was very popular in that era, inspired by the advent of ''VideoGame/SuperMario64'', which sought to take advantage of the new axis provided by 3D polygons through large, explorable worlds where players could move around freely. This, however, led to a new problem: traditional {{Level Goal}}s at the end of linear paths looked a bit pointless in this new open-world reality, resulting in exploration suddenly becoming a major part of the experience (if not, the main attraction), so it naturally had to be incentivized through rewards; that's were the collection aspect comes in.

to:

Enter the Collect-A-Thon (short for "Collection Marathon"). A style of PlatformGame that was very popular in that era, inspired by the advent of ''VideoGame/SuperMario64'', which sought to take advantage of the new axis provided by 3D polygons through large, explorable worlds where players could move around freely. This, however, led to a new problem: traditional {{Level Goal}}s at the end of linear paths looked a bit pointless in this new open-world reality, resulting in exploration suddenly becoming a major part of the experience (if not, the main attraction), so it naturally had to be incentivized through rewards; some sort of reward that could also function as a goal; that's were the collection aspect comes in.
Is there an issue? Send a MessageReason:
None


Enter the Collect-A-Thon (short for "Collection Marathon"). A style of PlatformGame that was very popular in that era, inspired by the advent of ''VideoGame/SuperMario64'', which sought to take advantage of the new axis provided by 3D polygons through large, explorable worlds where players could move around freely. However, now that the levels were non-linear, traditional {{Level Goal}}s at the end of straightforward paths looked a bit redundant. Exploration suddenly became a major part of the experience (if not, the main attraction), so it naturally had to be incentivized through rewards; that's were the collection aspect comes in.

to:

Enter the Collect-A-Thon (short for "Collection Marathon"). A style of PlatformGame that was very popular in that era, inspired by the advent of ''VideoGame/SuperMario64'', which sought to take advantage of the new axis provided by 3D polygons through large, explorable worlds where players could move around freely. However, now that the levels were non-linear, This, however, led to a new problem: traditional {{Level Goal}}s at the end of straightforward linear paths looked a bit redundant. Exploration pointless in this new open-world reality, resulting in exploration suddenly became becoming a major part of the experience (if not, the main attraction), so it naturally had to be incentivized through rewards; that's were the collection aspect comes in.

Added: 1003

Changed: 1250

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The core formula is as follows: [[GottaCatchThemAll collect X number of Y things to advance further into the game]]. Collect-A-Thons are known to fill their worlds with trinkets of various types, [[PickupHierarchy each in their own tiers of importance]]. Primary collectibles are rare and [[PlotCoupon essential to progress through the game]], thus they're harder to obtain by default, always needing one or more objectives of relatively moderate-to-hard difficulty to be completed before awarded (they're often shiny and/or gold, to highlight their importance). Secondary and tertiary collectibles, on the other hand, are plentiful and serve to directly or indirectly help the player obtain primary ones, either by outright granting said primary collectibles after enough of them are picked up, [[FollowTheMoney guiding the player]] towards points of interest or being used as "currency" for new moves and weapons that will be necessary in the long run. There are also [[CollectionSidequest "bonus" collectibles]] that are generally optional to a non-HundredPercentCompletion run, meaning they can be either easier or ''harder'' to collect depending on how useful the reward provided is.

to:

The core formula is as follows: [[GottaCatchThemAll collect X number of Y things to advance further into the game]]. There are barriers, natural or not, that will prevent the player from just moving on to the next level unless they explore and collect enough of the resident {{Plot Coupon}}s; however, very rarely are those conditions unfair (especially in the early game) and having to gather every collectible possible is always never necessary if you just want to finish the game, GoldenEnding aside.

Collect-A-Thons are known to fill their worlds with trinkets of various types, [[PickupHierarchy each in their own tiers of importance]]. Primary collectibles are rare and [[PlotCoupon essential to progress through the game]], thus they're harder most important to obtain by default, get, always needing requiring one or more objectives of relatively moderate-to-hard difficulty to be completed before awarded (they're often shiny and/or gold, to highlight their importance). Secondary and tertiary collectibles, on the other hand, are plentiful and serve to directly or indirectly help the player obtain primary ones, either by outright granting said primary collectibles after enough of them are picked up, [[FollowTheMoney guiding the player]] towards points of interest or being used as "currency" for new moves and weapons that will be necessary in the long run. There are also [[CollectionSidequest "bonus" collectibles]] that are generally optional to a non-HundredPercentCompletion run, meaning they can be either easier or ''harder'' to collect depending on how useful the reward provided is.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/banjo_kazooie_collage.png]]

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[[quoteright:350:https://static.[[quoteright:350:[[VideoGame/BanjoKazooie https://static.tvtropes.org/pmwiki/pub/images/banjo_kazooie_collage.png]]
png]]]]
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/banjo_kazooie_collage.png]]
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* ''VideoGame/DrawnToLife'' (The first game is a rare 2D example. The player has to retrieve book pages and missing creatures in order to complete levels, which are very explorable.)

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* ''VideoGame/DrawnToLife'' (The first game is a rare 2D example. The player has to retrieve book pages and missing creatures in order to complete levels, which are very explorable.)explorable)



* ''VideoGame/SlyCooperAndTheThieviusRaccoonus'' (Downplayed. Most levels are linear, but the hubs are explorable to an extent, similar to ''Spyro The Dragon''. Sequels would feature open environments, but abandon the mandatory collecting).

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* ''VideoGame/SlyCooperAndTheThieviusRaccoonus'' (Downplayed. Most levels are linear, but the hubs are explorable to an extent, similar to ''Spyro The Dragon''. Sequels would feature open environments, but abandon the mandatory collecting).collecting)



* ''VideoGame/TYTheTasmanianTiger'' (The first game is a straight forward collect-a-thon. The second and third games take on a more mission-based open world playstyle, but collecting is not mandatory. The fourth game ends up being a linear 2D platformer.)

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* ''VideoGame/TYTheTasmanianTiger'' (The first game is a straight forward collect-a-thon. The second and third games take on a more mission-based open world playstyle, but collecting is not mandatory. The fourth game ends up being a linear 2D platformer.)platformer)

Added: 18

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* ''[[VideoGame/BanjoKazooie Banjo-Kazooie and Banjo-Tooie]]'' (Helped popularize the genre)

to:

* ''[[VideoGame/BanjoKazooie Banjo-Kazooie and Banjo-Tooie]]'' ''VideoGame/BanjoKazooie'' series (Helped popularize the genre)genre)
** ''Banjo-Tooie''



* ''VideoGame/BanjoKazooie''
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[[index]]



* ''VideoGame/ZeraMythsAwaken''

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* ''VideoGame/ZeraMythsAwaken''''VideoGame/ZeraMythsAwaken''
[[/index]]
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Created from YKTTW

Added DiffLines:

In the late [[TheNineties 90's]], [[UsefulNotes/TheFifthGenerationOfConsoleVideoGames 3D polygons were ready to take over the gaming industry]]. A good chunk of the market at the time consisted of 2D {{Platform Game}}s, so developers had the job to figure out a way for those obstacle courses to properly transition into a 3D space. The answer was to seemingly downplay the "obstacle course" part.

Enter the Collect-A-Thon (short for "Collection Marathon"). A style of PlatformGame that was very popular in that era, inspired by the advent of ''VideoGame/SuperMario64'', which sought to take advantage of the new axis provided by 3D polygons through large, explorable worlds where players could move around freely. However, now that the levels were non-linear, traditional {{Level Goal}}s at the end of straightforward paths looked a bit redundant. Exploration suddenly became a major part of the experience (if not, the main attraction), so it naturally had to be incentivized through rewards; that's were the collection aspect comes in.

The core formula is as follows: [[GottaCatchThemAll collect X number of Y things to advance further into the game]]. Collect-A-Thons are known to fill their worlds with trinkets of various types, [[PickupHierarchy each in their own tiers of importance]]. Primary collectibles are rare and [[PlotCoupon essential to progress through the game]], thus they're harder to obtain by default, always needing one or more objectives of relatively moderate-to-hard difficulty to be completed before awarded (they're often shiny and/or gold, to highlight their importance). Secondary and tertiary collectibles, on the other hand, are plentiful and serve to directly or indirectly help the player obtain primary ones, either by outright granting said primary collectibles after enough of them are picked up, [[FollowTheMoney guiding the player]] towards points of interest or being used as "currency" for new moves and weapons that will be necessary in the long run. There are also [[CollectionSidequest "bonus" collectibles]] that are generally optional to a non-HundredPercentCompletion run, meaning they can be either easier or ''harder'' to collect depending on how useful the reward provided is.

The genre would eventually lose popularity somewhere in the early 00's as games like ''VideoGame/GrandTheftAutoIII'' would expand further on the [[WideOpenSandbox open-world concept]]. That said, the notion of exploring worlds in order to find and collect things was not lost in many modern games. In fact, it still persists even two decades later. 3D Platformers, however, would fall to the wayside by the mid-00's just as 2D ones returned to viability in the market (thanks to the success of ''VideoGame/NewSuperMarioBros'' and other games of the type that thrived on handhelds and even consoles). The term "Collect-A-Thon" itself is relatively recent (back in the 90's, those were just good old Platform Games, except in 3D) and sorta carries a derisive tone to it, but there are many who still utilize it unironically, especially for more modern takes of the genre.

Reminder that not every 3D Platformer is a Collect-A-Thon (following the modern, agreed-upon definition). They might borrow some elements that are part of the genre, like the ''VideoGame/CrashBandicoot'' games that require collected crystals to progress, but unless they feature enough explorable areas and gated progression under a specific number of objects, they don't count. Similarly, 2D Collect-A-Thons do exist as well, in which case expect several branching paths and side-areas featuring important collectibles.

Compare {{Metroidvania}}, which also encourages exploration and employs gated progression, but is usually not divided in individual stages, instead featuring an interconnected world.

!!Examples

* ''VideoGame/ApeEscape''
* ''[[VideoGame/BanjoKazooie Banjo-Kazooie and Banjo-Tooie]]'' (Helped popularize the genre)
** ''VideoGame/BanjoKazooieGruntysRevenge''
* ''VideoGame/BanjoKazooie''
* ''VideoGame/{{Bubsy}} 3D''
* ''VideoGame/ABugsLife''
* ''VideoGame/ConkersBadFurDay'' (Downplayed. There are some open areas at the beginning, but, from 1/3rd of the game onwards, it's more or less entirely linear and filled with scripted sequences)
** ''VideoGame/ConkerLiveAndReloaded''
* ''VideoGame/DonkeyKong64'' (Infamous for taking the genre UpToEleven)
* ''VideoGame/DrawnToLife'' (The first game is a rare 2D example. The player has to retrieve book pages and missing creatures in order to complete levels, which are very explorable.)
* ''VideoGame/EarthwormJim 3D''
* ''VideoGame/{{Fez}}'' (TwoPointFiveD example with possibly the bare minimum to qualify. You just collect cubes [some of them divided into eight smaller cubes] and anti-cubes; your combined total of cubes and anti-cubes opens certain doors for progress, and determines which ending you get)
* ''VideoGame/{{Gex}}'' (Especially ''Enter The Gecko'' and ''Deep Cover Gecko'')
* ''VideoGame/AHatInTime''
* ''VideoGame/JakAndDaxterThePrecursorLegacy'' (Sequels would abandon the genre altogether in favor of a ''VideoGame/GrandTheftAuto''-like structure)
* ''VideoGame/TheLegendOfElLobodestroyoVsLaLigaDeLosVillanos''
* ''VideoGame/{{Psychonauts}}'' (Zigzagged. The game has loads of collectibles, but progress is mostly independent of them. We say "mostly" because there are one or two instances with obstacles requiring abilities only obtainable under a specific rank. Collecting figments and challenge markers is necessary in order to rank up in the first place)
* ''VideoGame/RocketRobotOnWheels''
* ''VideoGame/SpongeBobSquarePantsRevengeOfTheFlyingDutchman''
* ''VideoGame/SpongeBobSquarePantsBattleForBikiniBottom'' (Console version only. The [[UsefulNotes/GameboyAdvance GBA version]] was more of a standard 2D Platformer)
* ''Franchise/SpyroTheDragon''
** ''VideoGame/SpyroTheDragon1998''
** ''VideoGame/Spyro2RiptosRage''
** ''VideoGame/SpyroYearOfTheDragon''
** ''VideoGame/SpyroEnterTheDragonfly''
** ''VideoGame/SpyroAHerosTail''
* ''VideoGame/SlyCooperAndTheThieviusRaccoonus'' (Downplayed. Most levels are linear, but the hubs are explorable to an extent, similar to ''Spyro The Dragon''. Sequels would feature open environments, but abandon the mandatory collecting).
* ''VideoGame/SuperLuckysTale''
* ''VideoGame/SuperMario64'' (TropeMaker and [[TropeCodifier Codifier]])
** ''VideoGame/SuperMarioSunshine''
** ''VideoGame/SuperMarioGalaxy'' (Downplayed. This and its sequel are officially considered "course-based" instead of "open level-based" by Nintendo, but there are a few explorable areas in both games)
** ''VideoGame/SuperMarioGalaxy2''
** ''VideoGame/SuperMarioOdyssey''
* ''VideoGame/ToyStory2''
* ''VideoGame/TYTheTasmanianTiger'' (The first game is a straight forward collect-a-thon. The second and third games take on a more mission-based open world playstyle, but collecting is not mandatory. The fourth game ends up being a linear 2D platformer.)
* ''VideoGame/WarioWorld'' (Zigzagged. Linear levels, but with plenty of explorable sidepaths containing mandatory and optional items)
* ''VideoGame/YookaLaylee'' (SpiritualSuccessor to ''Banjo-Kazooie''. Created by former ''Creator/{{Rare}}'' devs)
* ''VideoGame/YoshisStory'' (Rare 2D PlatformGame example. Levels endlessly loop and progress is achievable only by eating enough fruit found both in the main path and side areas)
** ''VideoGame/YoshisCraftedWorld'' (Progress gated by flowers collected. Levels feature branching paths)
* ''VideoGame/ZeraMythsAwaken''

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