The rise and fall of the mine cart level

Originally created as the very first form of edutainment, intended simply to communicate the brutal realities of 1920s mining to a generation of kids whose careers were hamstrung by draconian modern health and safety laws, the video game mine cart level soon took on a life of its own.

It turned out that the brutal realities of 1920s mining were actually a hell of a lot of fun, and by translating them so accurately, game developers inadvertently created the greatest and most enjoyable design innovation in gaming history. For a long, none-more-beautiful period, it looked like the joys of mine cart levels would never leave us. But they did. And gaming still mourns to this day. In long-overdue tribute, here’s the 100% accurate GamesRadar account of how it all went down.

The 1990s glory days

For a time, a 2D platform game could not be officially labelled a 2D platform game unless it contained its requisite token mine cart level. Inserted as a way to break up the pace of a game with some seat-of-the-pants, auto-scrolling action, a good mine cart ride (and it is scientifically proven that there is no other kind) could make an average game good and turn a good game into an experience so special as to cause the player to spontaneously evolve. There are several documented cases of that happening in 1993 alone.


There were two main types of mine cart level, although in certain specific examples boundaries can blur:

#1 You are the cart

Above: Say what you like about the pink powder puff. Kirby 64 is a PROPER MAN'S GAME

In this type of mine cart level, the cart/character combo becomes the controllable avatar. You jump, your cart jumps. This facilitated the inclusion of ludicrous-speed, insta-kill platforming and skin-of-the-teeth navigational decisions in even the most ordinarily sedate games. Within the mine carting community, these are commonly referred to as “Proper man’s carting”, or PMC for short.

#2 The cart is your personal platform

Above: For the most part, Rocket Knight Adventures' Sparkster prefers the security of the foot-bound cart

This school of design bonded player character and cart by an invisible elastic band, meaning that while the player was free to jump out of his noble iron chariot, he would always return to it safely upon his descent. With no direct control over the cart’s path and no risk of falling to a tooth-crunching death as face rapidly met track, these mine cart rides were largely aesthetic diversions; merely an excuse to slap a hastily scrolling background over what was essentially, ironically, a fairly static version of the game’s standard action. To the mine carting community, these are known as “Carting for blouses”, or CFB.

The best of the bunch

Say what you like about music, art or natural catastrophes. If the ‘90s proved one thing, it was that nothing brings human beings together like mine cart riding. Following the start of the great 16-bit platformer rush of 1990, everyone was doing it. The kids were even modifying their home-made soap box racers to look like mine carts and smudging coal dust on their faces before going out to play.


To mine cart purists, the pinnacle of the genre arguably came in 1994 with the seminal railwork of Rare’s Donkey Kong Country. With speed and track complexity perfectly balanced for an optimum thrill/control ratio, the two levels “Mine Cart Carnage” and “Mine Cart Madness” are rightly revered by carting historians to this very day.

Not just happy to make the levels spectacularly playable thanks to their carts’ brilliantly engineered calibration of weighting and wooshiness, Rare had the sheer audacious genius to compound this landmark step for the genre with one hell of a flourish. In a pioneering move thought foolhardy, even dangerous, by some, in Mine Cart Madness it managed to combine both PMC and CFB in order to create a manly transvestite of a level. And it was a honking great success.

The method? The pace of the cart was matched by the Kongs' forward jumping speed, but the iron steeds of this level were certainly not the reliable old safety nets of traditional CFB. They frequently bailed uncontrollably down gaps in the track, forcing a swift death-or-glory leap to the next, and this was compounded by a borderline terrifying number of enemies, springy platforms and tantalising bonuses, all of which could instantaneously separate ape from cart in a deeply lethal sense.

It was CFB cranked up to death-defying hardcore standards. And standing alongside Mine Cart Carnage, it's what gave back the DK brand its pride. Pure and simple.

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  • jackburnt - November 2, 2009 5:10 p.m.

    Although not a mine cart, technically, I always enjoy Ratchet's skating moments.
  • fattoler - November 2, 2009 5:26 p.m.

    Ah... The good old mine cart level, along with the train level this was always my favourite.
  • Bossco - November 2, 2009 5:32 p.m.

    Indiana Jones and The Temple of Doom has a lot to answer for. Surely that is the inspiration for the mine cart level. I do like a good mine cart level.
  • Xplosive59 - November 2, 2009 5:33 p.m.

    you could say theses started off ON RAIL games (joke)
  • Conman93 - November 2, 2009 5:44 p.m.

    Resi 4 mine cart was awesome. 5 was just like ' aw sweet. This will be really/oh its over. What the hell!!!'
  • oryandymackie - November 2, 2009 5:49 p.m.

    I Love Torokko. That CANNOT be real. Just look at the box art. Please, say it's a mock-up!
  • GR_DavidHoughton - November 2, 2009 5:51 p.m.

    It exists ory. Seriously, it exists. Of this I promise you. And I'm happier about the state of the world in general as a result.
  • imtheozzman - November 2, 2009 6:03 p.m.

    wheres the gears of war mine cart part?
  • Scott1121 - November 2, 2009 6:25 p.m.

    I loved Donkey Kong as a kid and those mine cart levels were the only levels I enjoyed playing over and over and over...
  • GR_DavidHoughton - November 2, 2009 6:28 p.m.

    Try them again. They're still awesome. And the swimming levels too. Ye gods, that soundtrack is a bit special.
  • hardcore_gamer1990 - November 2, 2009 7:14 p.m.

    I was going to point out the LBP minecarts... I wanna make another level like that now. 0.o God I love LBP On another note, some Crash Bandicoot levels with the Polar Bear are (control wise) minecart levels
  • MailMan - November 2, 2009 7:23 p.m.

    good article, but WHERES THE MOH:FRONTLINE MINE CART!?!? I remember playing that level over and over and over, t'was so much fun
  • TheElusiveMongoose - November 2, 2009 8:37 p.m.

    Ah, the mine cart levels. Great article, but there is one game I'dlove to point out. If only I could remember it's name. It was a two player arcade game that was controlled by the players pumping a life sized minecart at various speeds.
  • lewis42025 - November 2, 2009 8:56 p.m.

    Omg, that donkey kong cart level gave me nightmares as a kid. I'm sure that it's great now, but that was my first experience with a borderline horror game. IT WAS SO TENSE! I swear, nothing could match the amount of intensity I had from that level. But man o man was I ecstatic when i actually beat it.
  • Cyberninja - November 2, 2009 9:45 p.m.

    wow now that i seen the video in this article i never want to touch my dkc again and get to the point of that kind of suicide REcaptcha: social bongos. ironic we were talking about dk
  • sly123321 - November 2, 2009 9:59 p.m.

    What about all of the mine levels in "Sly"
  • sly123321 - November 2, 2009 10:02 p.m.

    What about all of the mine cart levels in "Crash bandicoot: the wrath of cortex".. those were some of the best.
  • Spybreak8 - November 2, 2009 10:02 p.m.

    I enjoyed the little mine kart sequence in Shadow Complex. I also enjoyed em in Gears of War 1 or 2 I can't remember (I think it was the original).
  • CH3BURASHKA - November 2, 2009 11:10 p.m.

    Donkey Kong Country - The best goddamn game on the planet.
  • Picnic1 - November 2, 2009 11:32 p.m.

    'Essentially a playable metaphor for the arguments of those cynical journos of old, it was like shooting our way through a barren womb. The final barb was in the way that it even set us up for a return to Resi 4’s finest moment by actually allowing us to climb into a cart at the entrance to said mine, before revealing its run to be pointlessly short and uneventful, ending before the mine proper even began. Truly the most poignant in-game requiem for video game mine cart riding imaginable, Ueda’s standpoint on the genre was made with inarguable clarity. But did he have to be so cruel?' This is great writing! To talk in all earnestness about mine cart levels is a fine blend of poignant, detailed, truthfulness and subtle, dry, comedy gold. I read that platform games used to account for about 25%-33% of all games (especially easy to believe in the 16 bit days) and now account for about a tenth of that. The likes of the Uncharted series, with its Inddiana Jones/Romancing the stone ways may keep the mine cart level alive for it will surely always be there waiting to surface.

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