History Main / FlipScreenScrolling

19th Jun '16 8:24:47 PM Prfnoff
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* ''Mad Professor Mariarti'': The UsefulNotes/AtariST version is purely flip-screen; the UsefulNotes/{{Atari}} and UsefulNotes/AcornArchimedes versions have horizontal but not vertical scrolling.
11th May '16 3:10:59 PM LucaEarlgrey
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* Many classic {{Adventure Game}}s, including those made by {{Sierra}} used discrete 'screens' with no transition effect between them, with [=NPCs=] and monsters (generally) limited to the screen they resided on.
** Sierra's ''VideoGame/QuestForGlory'' series, however, allowed wandering monsters to pursue the player from one screen to the next.
** Early text adventures typically divided the world into a grid, with a name and description for each square "room". When adventure games got graphics, this trope was carried over. Moving towards a compass direction to the next room became walking off the edge off the screen.
* The game version of [[Literature/GreenSkyTrilogy Below The Root]] encouraged the "edge of the screen" trick to avoid hostile [=NPCs=].

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* Many classic {{Adventure Game}}s, including those made by {{Sierra}} used use discrete 'screens' with no transition effect between them, with [=NPCs=] and monsters (generally) limited to the screen they resided on.
** Sierra's ''VideoGame/QuestForGlory'' series, however, allowed allow wandering monsters to pursue the player from one screen to the next.
** Early text adventures typically divided divide the world into a grid, with a name and description for each square "room". When adventure games got get graphics, this trope was carried over. Moving towards a compass direction to the next room became becomes walking off the edge off of the screen.
* The game version of [[Literature/GreenSkyTrilogy Below The Root]] encouraged encourage the "edge of the screen" trick to avoid hostile [=NPCs=].



* The original ''VideoGame/TheLegendOfZelda'' scrolled in full-screen intervals, both horizontally and vertically. Dungeon maps were explicitly divided into a grid of discrete rooms, but the overworld map was not.
** ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]'' had map areas about twice as big as the screen, giving it both a smooth scrolling within a map area and a "flip" scrolling from one area to the next.
** The first GameBoy title, ''[[VideoGame/TheLegendOfZeldaLinksAwakening Link's Awakening]]'', had exclusively "flip" scrolling in both the above-view ''and'' platforming sections.[[note]]And a glitch in the former could be exploited for SequenceBreaking; for the [[UpdatedRerelease DX release]] they wised up and fixed most of the bugs surrounding the scrolling.[[/note]] The [[VideoGame/TheLegendOfZeldaOracleGames Oracle games]] also used it on the overworld map, but added rooms bigger than the screen in dungeons.
* In ''VideoGame/MegaManClassic'', horizontal scrolling was generally continuous (doors and gates aside), while vertical scrolling occurred in full-screen intervals. Later games have continuous scrolling in all cases, but keep the flip scrolling for the hallway just prior to the boss for the nostalgia factor.
** This led to one ''great'' GoodBadBug in ''VideoGame/MegaMan3''. [[DemonicSpiders The Giant Bees]] that dropped nests full of [[MookMaker smaller bees]] that homed in on you could be taken out effortlessly by backtracking just enough for them to leave the screen and thus vanish from existence.
* ''VideoGame/SuperMarioBros2'' had continuous horizontal scrolling, with vertical scrolling occurring in intervals of three-fifths of a screen; although offscreen enemies and items were still accounted for and could drop in on the player from above.
* All of the ''VideoGame/{{Glider}}'' games did this until ''Glider Classic'', with a CheckPoint for every room. The drawback of not being able to see surrounding rooms was remedied by 9-room mode in ''Glider PRO''. Rooms were titled in ''4.0'' and ''PRO''; the former even put the title of the room where you died on the High Scores list.

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* The original ''VideoGame/TheLegendOfZelda'' scrolled scrolls in full-screen intervals, both horizontally and vertically. Dungeon maps were explicitly divided into a grid of discrete rooms, but the overworld map was not.
** ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]'' had has map areas about twice as big as the screen, giving it both a smooth scrolling within a map area and a "flip" scrolling from one area to the next.
** The first GameBoy title, ''[[VideoGame/TheLegendOfZeldaLinksAwakening Link's Awakening]]'', had has exclusively "flip" scrolling in both the above-view ''and'' platforming sections.[[note]]And a glitch in the former could can be exploited for SequenceBreaking; for the [[UpdatedRerelease DX release]] they wised up and fixed most of the bugs surrounding the scrolling.[[/note]] The [[VideoGame/TheLegendOfZeldaOracleGames Oracle games]] also used use it on the overworld map, but added rooms bigger than the screen in dungeons.
* In ''VideoGame/MegaManClassic'', horizontal scrolling was is generally continuous (doors and gates aside), while vertical scrolling occurred occurs in full-screen intervals. Later games have continuous scrolling in all cases, but keep the flip scrolling for the hallway just prior to the boss for the nostalgia factor.
** This led leads to one ''great'' GoodBadBug an interesting bug in ''VideoGame/MegaMan3''. [[DemonicSpiders The Giant Bees]] that dropped drop nests full of [[MookMaker smaller bees]] that homed in on you could can be taken out effortlessly by backtracking just enough for them to leave the screen and thus vanish from existence.
* ''VideoGame/SuperMarioBros2'' had has continuous horizontal scrolling, with vertical scrolling occurring in intervals of three-fifths of a screen; although offscreen enemies and items were are still accounted for and could can drop in on the player from above.
* All of the ''VideoGame/{{Glider}}'' games did do this until up to ''Glider Classic'', with a CheckPoint for every room. The drawback of not being able to see surrounding rooms was is remedied by 9-room mode in ''Glider PRO''. Rooms were are titled in ''4.0'' and ''PRO''; the former even put puts the title of the room where you died on the High Scores list.



* The UsefulNotes/AmstradCPC oldie ''Mission Elevator'' displayed three floors, and scrolled two floors at a time.

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* The UsefulNotes/AmstradCPC oldie ''Mission Elevator'' displayed display three floors, and scrolled scroll two floors at a time.



* ''VideoGame/MetalGear1987'' and ''VideoGame/MetalGear2SolidSnake'' on the [=MSX2=] used flip screen scrolling, as did the NES version of ''Metal Gear'' and ''VideoGame/SnakesRevenge''.

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* ''VideoGame/MetalGear1987'' and ''VideoGame/MetalGear2SolidSnake'' on the [=MSX2=] used use flip screen scrolling, as did the NES version of ''Metal Gear'' and ''VideoGame/SnakesRevenge''.



* ''VideoGame/{{Faxanadu}}''. Averted in the PC88 and UsefulNotes/{{MSX}}1 game it was based on, ''VideoGame/DragonSlayerIIXanadu'', even though those systems lacked scrolling hardware.
* With many games that appeared both on the {{MSX}} and the UsefulNotes/NintendoEntertainmentSystem, the NES versions featured continuous scrolling within sub-levels in the horizontal direction only, but their MSX counterparts used flip-scrolling exclusively. To name a few:

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* ''VideoGame/{{Faxanadu}}''. Averted in the PC88 and UsefulNotes/{{MSX}}1 game it was it's based on, ''VideoGame/DragonSlayerIIXanadu'', even though those systems lacked lack scrolling hardware.
* With many games that appeared both on the {{MSX}} and the UsefulNotes/NintendoEntertainmentSystem, the NES versions featured feature continuous scrolling within sub-levels in the horizontal direction only, but their MSX counterparts used use flip-scrolling exclusively. To name a few:



** ''Castle Excellent''/''{{Castlequest}}'' (the NES version still flipped between rooms, but rebuilt them all to be wider than the screen)

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** ''Castle Excellent''/''{{Castlequest}}'' (the NES version still flipped flips between rooms, but rebuilt rebuilds them all to be wider than the screen)



* Creator/{{Activision}}'s ''VideoGame/{{Pitfall}}'' had this exclusively, as also did ''VideoGame/KeystoneKapers''. The sequel ''Pitfall II: Lost Caverns'' introduced smooth scrolling, but only for vertical transitions.

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* Creator/{{Activision}}'s ''VideoGame/{{Pitfall}}'' had has this exclusively, as also did ''VideoGame/KeystoneKapers''. The sequel ''Pitfall II: Lost Caverns'' introduced introduces smooth scrolling, but only for vertical transitions.



* ''VideoGame/{{Mantra}}'', being very closely inspired by ''Zelda'', did this. May qualify as {{Retraux}}, since the classic Mac platforms needed a lot more power than the NES hardware Zelda was built on to do tile-based games because of the lack of hardware sprite support.

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* ''VideoGame/{{Mantra}}'', being very closely inspired by ''Zelda'', did does this. May qualify as {{Retraux}}, since the classic Mac platforms needed need a lot more power than the NES hardware Zelda was built on to do tile-based games because of the lack of hardware sprite support.



* ''Kid Kool'' on the NES had continuous horizontal scrolling, but flipped on vertical transitions.

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* ''Kid Kool'' on the NES had has continuous horizontal scrolling, but flipped flips on vertical transitions.



* ''VideoGame/KidNikiRadicalNinja'' did this in the UsefulNotes/AppleII and UsefulNotes/{{Commodore 64}} versions.
* ''[[VideoGame/BombJack Mighty Bomb Jack]]'' and ''VideoGame/{{Metroid|1}}'' on the NES were careful to keep horizontal corridors separated from vertical shafts by doors.

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* ''VideoGame/KidNikiRadicalNinja'' did does this in the UsefulNotes/AppleII and UsefulNotes/{{Commodore 64}} versions.
* ''[[VideoGame/BombJack Mighty Bomb Jack]]'' and ''VideoGame/{{Metroid|1}}'' on the NES were are careful to keep horizontal corridors separated from vertical shafts by doors.



* The UsefulNotes/AmstradCPC port of ''VideoGame/{{Contra}}'' (known as ''Gryzor'') scrolled by about two-thirds of a screen, in addition to its RatchetScrolling. The {{MSX}}2 version scrolled at screen boundaries.
* ''VideoGame/NazoNoMurasamejo'' had this throughout the game.

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* The UsefulNotes/AmstradCPC port of ''VideoGame/{{Contra}}'' (known as ''Gryzor'') scrolled scrolls by about two-thirds of a screen, in addition to its RatchetScrolling. The {{MSX}}2 version scrolled at screen boundaries.
* ''VideoGame/NazoNoMurasamejo'' had has this throughout the game.



* A lot of early DigitalPinballTables used playfields several screens tall. When the ball moved off one screen, Flip Screen Scrolling would be used to show the next one:

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* A lot of early DigitalPinballTables used use playfields several screens tall. When the ball moved off one screen, Flip Screen Scrolling would be is used to show the next one:



* ''VideoGame/MegaMan9'' and ''[[VideoGame/MegaMan10 10]]'' faithfully mimicked the scrolling behavior of their NES predecessors.

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* ''VideoGame/MegaMan9'' and ''[[VideoGame/MegaMan10 10]]'' faithfully mimicked mimick the scrolling behavior of their NES predecessors.



* ''VideoGame/{{Knytt}}'', '' VideoGame/KnyttStories'', and ''VideoGame/KnyttUnderground''. Creator/{{Nifflas}} actually averted this in his abandoned project ''Knytt Experiment''.

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* ''VideoGame/{{Knytt}}'', '' VideoGame/KnyttStories'', and ''VideoGame/KnyttUnderground''. Creator/{{Nifflas}} actually averted avert this in his abandoned project ''Knytt Experiment''.
3rd Dec '15 4:17:21 PM nombretomado
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* ''VideoGame/AlienSyndrome'' (SegaMasterSystem version)

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* ''VideoGame/AlienSyndrome'' (SegaMasterSystem (UsefulNotes/SegaMasterSystem version)
2nd Oct '15 11:17:40 PM Diask
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* ''VideoGame/{{Karoshi}}'' games occasionally feature levels that use flip-screen scrolling to puzzle the players by hiding things BehindTheBlack.
8th Sep '15 8:33:48 AM VicGeorge2011
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* ''Montezuma's Revenge''

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* ''Montezuma's Revenge''''VideoGame/MontezumasRevenge''
6th Sep '15 10:20:46 AM VicGeorge2011
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* ''VideoGame/SmurfRescueInGargamelsCastle'' and ''Cabbage Patch Kids: Adventures In The Park'', both UsefulNotes/ColecoVision games, use screen-flipping.

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* ''VideoGame/SmurfRescueInGargamelsCastle'' and ''Cabbage Patch Kids: Adventures In The Park'', ''VideoGame/CabbagePatchKidsAdventuresInThePark'', both UsefulNotes/ColecoVision games, use screen-flipping.
29th Aug '15 9:22:41 AM VicGeorge2011
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* ''VideoGame/{{Pitfall}}'' had this exclusively. The sequel introduced smooth scrolling, but only for vertical transitions.

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* Creator/{{Activision}}'s ''VideoGame/{{Pitfall}}'' had this exclusively. exclusively, as also did ''VideoGame/KeystoneKapers''. The sequel ''Pitfall II: Lost Caverns'' introduced smooth scrolling, but only for vertical transitions.
5th Aug '15 1:04:38 AM Diask
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* ''[[VideoGame/BombJack Mighty Bomb Jack]]'' and ''VideoGame/{{Metroid}}'' on the NES were careful to keep horizontal corridors separated from vertical shafts by doors.

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* ''[[VideoGame/BombJack Mighty Bomb Jack]]'' and ''VideoGame/{{Metroid}}'' ''VideoGame/{{Metroid|1}}'' on the NES were careful to keep horizontal corridors separated from vertical shafts by doors.




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* ''VideoGame/{{Flashback}}: The Quest For Identity''



* ''VideoGame/{{Flashback}}: The Quest For Identity''



* ''VideoGame/ShovelKnight'' mimics the scrolling of many classic games.

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* ''VideoGame/ShovelKnight'' mimics the scrolling of many classic games.games, including continuous horizontal scrolling and vertical flip-scrolling (and smooth vertical scrolling in some AutoScrollingLevel[=s=].




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* ''VideoGame/{{Purple}}'' features vertical flip-scrolling, though some areas feature smooth vertical scrolling and a horizontal WrapAround.
25th Jun '15 4:15:35 AM Morgenthaler
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* Early IsometricProjection games such as ''HeadOverHeels'' work this way, out of necessity.

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* Early IsometricProjection games such as ''HeadOverHeels'' ''VideoGame/HeadOverHeels'' work this way, out of necessity.
24th May '15 6:13:19 PM ShinyTsukkomi
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* ''VideoGame/{{Skweek}}'' uses screen-flipping in the UsefulNotes/AmstradCPC and IBMPersonalComputer ports.

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* ''VideoGame/{{Skweek}}'' uses screen-flipping in the UsefulNotes/AmstradCPC and IBMPersonalComputer UsefulNotes/IBMPersonalComputer ports.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.FlipScreenScrolling