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1[[quoteright:350:[[VideoGame/BanjoKazooie https://static.tvtropes.org/pmwiki/pub/images/banjo_kazooie_collage.png]]]]
2[[caption-width-right:350:[[Series/FullHouse Everywhere you look, everywhere you go!]]]]
3
4->''"Bowser has stolen the castle's Stars, and he's using their power to create his own world in the paintings and walls. Please recover the Power Stars! As you find them, you can use their power to open the doors that Bowser has sealed."''
5-->-- '''Toad''', ''VideoGame/SuperMario64''
6
7In the late [[TheNineties '90s]], [[MediaNotes/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 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.
8
9Enter 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 then was to sideline the actual platforming and turn exploration into a major part of the experience, but that also meant having to encourage the player to look around for sort of reward that could also function as a goal in order to do so; that's where the collection aspect comes in.
10
11The 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 [[FractionalWinningCondition having to gather every collectible possible is never necessary]] in case you just want to beat the FinalBoss and finish the game, GoldenEnding notwithstanding.
12
13Collect-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.
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15The genre would eventually lose popularity somewhere in the mid-'90s as games like ''VideoGame/GrandTheftAutoIII'' would expand further on the [[WideOpenSandbox open-world concept]], thus making Collect-a-Thons redundant for the most part. 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 late '00s 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 '90s, 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. The [[MediaNotes/TheEighthGenerationOfConsoleVideoGames eighth generation]] would see a small-scale revival of the collect-a-thon in some indie circles with games like ''VideoGame/SuperLuckysTale'', ''VideoGame/AHatInTime'', and ''VideoGame/YookaLaylee'', though the difficulty of developing with the UsefulNotes/PolygonalGraphics required of the genre compared to sprites has limited the number of indie developers attempting to take it further, unlike the large-scale 2D platformer revival in the [[MediaNotes/TheSeventhGenerationOfConsoleVideoGames seventh generation]].
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17Reminder 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.
18
19Compare {{Metroidvania}}, which also encourages exploration and employs gated progression, but is usually not divided in individual stages, instead featuring an interconnected world.
20
21!!Examples
22
23[[index]]
24* ''VideoGame/FortyWinks''
25* ''VideoGame/ApeEscape''
26* ''VideoGame/AstroBoyOmegaFactor'' (a downplayed 2D example, as the levels are mostly linear, but meeting every character is crucial to upgrading your Omega Factor)
27* ''VideoGame/BalanWonderworld''
28* ''VideoGame/BangOnBallsChronicles''
29* ''VideoGame/BanjoKazooie'':
30** ''VideoGame/BanjoKazooie''
31** ''VideoGame/BanjoTooie''
32** ''VideoGame/BanjoKazooieGruntysRevenge''
33** ''VideoGame/BanjoKazooieNutsAndBolts'': Downplayed example, as the game focuses more on constructing vehicles than raw platforming. Nevertheless, there is still platforming to be found, the levels are open-ended, there's an huh world, and the game still focuses on collecting Jiggies for progression.
34* ''VideoGame/Bubsy3D'': Downplayed in that levels are Point A to Point B but the collectables are needed to get a different ending.
35* ''VideoGame/BugsBunnyLostInTime''
36** ''VideoGame/BugsBunnyAndTazTimeBusters''
37* ''VideoGame/ABugsLife''
38* ''VideoGame/CastleOnTheCoast''
39* ''VideoGame/CavernOfDreams''
40* ''Conker the Squirrel'':
41** ''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.
42** ''VideoGame/ConkerLiveAndReloaded''
43** ''VideoGame/TwelveTalesConker64''
44* ''VideoGame/CornKidz64''
45* ''VideoGame/{{Croc}}''
46* ''VideoGame/DemonTurf''
47* ''VideoGame/DonkeyKong64''
48* ''VideoGame/DrawnToLife'' (the first game is a rare 2D example; the player has to retrieve items in order to complete levels, which are very explorable)
49* ''VideoGame/DuckDodgersStarringDaffyDuck''
50* ''VideoGame/EarthwormJim 3D''
51* ''VideoGame/EdEddNEddyTheMisEdventures''
52* ''VideoGame/EpicMickey''
53* ''VideoGame/{{Fez}}'': A 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.
54* ''VideoGame/FroggerTheGreatQuest''
55* ''VideoGame/{{Gex}}'' (especially ''Enter The Gecko'' and ''Deep Cover Gecko'')
56* ''VideoGame/{{Hargrave}}'': You need to collect enough energy cells to unlock access to bosses and their weapons, as well as the final section of the game.
57* ''VideoGame/AHatInTime''
58* ''VideoGame/HavenCallOfTheKing'' (more of an ActionAdventure, but platforming is still highly featured)
59* ''VideoGame/HellPie''
60* ''VideoGame/HereComesNiko''
61* ''VideoGame/JakAndDaxterThePrecursorLegacy'': Sequels would abandon the genre altogether in favor of a ''VideoGame/GrandTheftAuto''-like WideOpenSandbox structure.
62* ''VideoGame/TheLegendOfElLobodestroyoVsLaLigaDeLosVillanos''
63* ''VideoGame/MuppetMonsterAdventure''
64* ''VideoGame/NinjabreadMan''
65* ''VideoGame/{{Poi}}''
66* ''VideoGame/{{Psychonauts}}'': Zigzagged. The game has loads of collectibles, but progress is mostly independent of them. We say "mostly" because there are 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.
67** ''VideoGame/Psychonauts2'' is a more downplayed example. Like the first game, ''Psychonauts 2'' is a free-roaming, story-heavy game where you collect various collectables that you use to level-up and gain new powers that help you navigate the worlds. While ''2'' doesn't block story-progression without this-or-that ability or item, there are various collectables -- including vaults -- that you can't get without abilities gotten with a high enough level.
68* ''VideoGame/Rayman2TheGreatEscape'': Downplayed. Most levels are linear and you only need to get to the end to complete them, but you do need to collect a certain amount of Yellow Lums to progress in the game, and the [=PS2=] version does have hubs that are explorable to an extent)
69* ''VideoGame/RocketRobotOnWheels''
70* ''VideoGame/ShadowMan''
71* ''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.
72* ''Franchise/SonicTheHedgehog'':
73** ''VideoGame/SonicFrontiers''
74** ''VideoGame/SonicDreamTeam'' (mission-based, but counts on virtue of the relatively explorable levels)
75* ''Franchise/SpongeBobSquarePants'':
76** ''VideoGame/SpongeBobSquarePantsRevengeOfTheFlyingDutchman''
77** ''VideoGame/SpongeBobSquarePantsBattleForBikiniBottom'' (console version only)
78** ''VideoGame/TheSpongebobMovieGame'' (console version only)
79* ''Franchise/SpyroTheDragon'':
80** ''VideoGame/SpyroTheDragon1998''
81** ''VideoGame/Spyro2RiptosRage''
82** ''VideoGame/SpyroYearOfTheDragon''
83** ''VideoGame/SpyroSeasonOfIce'': This and the other GBA ''Spyro'' games are rare sprite-based examples, relying on IsometricProjection.
84** ''VideoGame/Spyro2SeasonOfFlame''
85** ''VideoGame/SpyroEnterTheDragonfly''
86** ''VideoGame/SpyroAttackOfTheRhynocs''
87** ''VideoGame/SpyroAHerosTail''
88** ''VideoGame/SpyroReignitedTrilogy''
89* ''VideoGame/SuperLuckysTale''
90* ''Franchise/SuperMarioBros'':
91** ''VideoGame/SuperMario64'' (TropeMaker and [[TropeCodifier Codifier]])
92** ''VideoGame/SuperMarioSunshine''
93** ''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.
94** ''VideoGame/SuperMarioGalaxy2''
95** ''VideoGame/SuperMarioOdyssey''
96** ''VideoGame/BowsersFury''
97* ''VideoGame/TakAndThePowerOfJuju''
98* ''VideoGame/{{Tinykin}}''
99* ''VideoGame/{{Togges}}''
100* ''VideoGame/TonicTrouble''
101* ''VideoGame/ToyStory2''
102* ''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.
103* ''VideoGame/{{Vexx}}''
104* ''VideoGame/WarioWorld'': Zigzagged. Linear levels, but with plenty of explorable sidepaths containing mandatory and optional items.
105* ''VideoGame/YookaLaylee'' (a SpiritualSuccessor to ''Banjo-Kazooie'' created by former ''Creator/{{Rare}}'' developers)
106* ''VideoGame/YoshisStory'': A 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.
107* ''VideoGame/ZeraMythsAwaken''
108[[/index]]

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