- The player can only move in two dimensions, but the path doesn't have to. The "plane" that the 2D character follows curves through three-dimensional space, and the Player Character follows along that.
- Off-path objects. While the player is stuck on one path, there are things outside the path that can be interacted with.
- Layers: There are things visible in both the background and foreground, and it is possible to switch between paths to reach the goal. This gives the level a layered feeling, like a delicious, platforming pastry.
- Other tactics that are more localized.
Examples of games that are 2½D or use 2½D segments:
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- Assassin's Creed Chronicles
- Super Castlevania IV allowed Simon to use gates in the first level to go in front of, or behind, a fence. Doing so would allow him to traverse obstacles in front of or behind said fence. There were other similar parts through the game as well, including enemies that appeared from the fore- or background.
- Shantae: Risky's Revenge features a "layered" approach, where you can hop between the foreground, regular-ground, and background in certain areas.
- Classic Neo Geo fighter Fatal Fury (and its descendants) allow a player to jump from the foreground to the background, and to launch attacks back and forth. The jumps were replaced by slides and the system was progressively refined over the course of the series until being completely dropped in Mark of the Wolves.
- As does Savage Reign, allowing an upper and lower plane. Especially notable is that in some stages, the "upper plane" consists of hanging off something. While fighting.
- Guilty Gear Isuka also features a similar "line change" system. Now imagine the sheer insanity resulting from a 4-man free-for-all in the already fantastically bizarre GG verse.
- For another Guilty Gear example, Xrd combines this with cel shading, deliberate recreations of certain sprite-based issues, and animation done so well, you'd almost think that it was 2D like the rest of the series.
- Modern fighting games like Street Fighter IV and Mortal Kombat 9 feature 2D combat with 3D engines, allowing different cinematic views during certain moves or scenes. (Such as Ultra Moves in the former, and Fatalities in the latter.)
- These were preceded about a full decade earlier by the Street Fighter EX titles (SFIV actually owes a lot of its design to the EX series), although many were erroneously under the impression that EX was purely 3D.
- The 2013 reboot of Killer Instinct follows in the footsteps of Street Fighter IV with fully 3D rendered characters and backgrounds, but 2D gameplay.
- The Bleach fighting games for the Nintendo DS allow you to 'line jump' between two planes to avoid attacks and play keep-away.
- One of the downloadable packs for Batman: Arkham City is the Black Mask campaign. In the action campaign, the normally 3D game becomes a side-scrolling beat-em-up that still uses the standard 3D graphics.
- The Naruto: Ultimate Ninja games had combat similar to the Bleach example listed above.
- The main gimmicks of the Jungle Hijinx stage in Super Smash Bros. for Wii U are the rocket barrels that launch fighters between two platforms in the foreground and background.
- After years of keeping alive the spirit of "dot art" sprites, the fourteenth entry of SNK Playmore's The King of Fighters series will finally go for 3D graphics (previously the only KOF games to use 3D graphics were the Maximum Impact sub-series, which also featured 3D gameplay). The game remains a 2D fighter, however. Previously (for XII and XIII), SNKP had been using 3D character models as templates to create sprites from but did not actually use the 3D models in-game.
- Shadow Complex, an Xbox LIVE Downloadable arcade is a 3D setting with a 2D Movement area.
- Virtual Boy Wario Land has foreground and background areas given a 3-D effect with the system's dual projections. There's trampoline blocks in specific places Wario can use to jump between the two layers, and all of the bosses use foreground/background movement as part of their attacks. The first boss demonstrates this perfectly when flinging his ball-and-chain at Wario from the background- the spiked ball appears to come hurtling towards YOU, the player, stopping just short of crashing through the fourth wall.
- Mighty Morphin' Power Rangers: The Movie: In the game for the SNES, you could press the shoulder buttons to flip to the "back" or the "front" to avoid obstacles, such as in the very first level to avoid cars. The enemies could do this as well.
- Bug: An experimental take on 2½D, the titular character (a 2D sprite) could move through a 3D maze.
- Duck Dodgers in the 24th and a Half Century!, a Nintendo 64 game, was a 3D platformer with 2½D sections.
- Kirby 64 The Crystal Shards, mostly with the 3D curving path elements. Also Kirbys Return To Dreamland, which is a traditional 2D Kirby game, but with 3D graphics. Kirby: Triple Deluxe plays with this by having both a foreground and a background available in many stages, with enemies able to attack from the background in a manner similar to Kirby 64.
- The Klonoa series, which uses all of the tricks listed above and more. Klonoa can even be controlled in three dimensions, even if he's limited to only two.
- The New Super Mario Bros. games are all like this.
- Pandemonium was a 2D platformer in a 3D environment. Stuff like spiral stairs, or two paths at different heights splitting into different directions, was common.
- Some of the two-dimensional segments of Super Mario Galaxy are like this.
- In Super Mario Galaxy 2, there are levels which go from 3D to 2D just by walking past a certain point. It's the entire gimmick of the Rightside Down Galaxy, but the Flash Black Galaxy and Honeybloom Galaxy have elements (former starts 3D, becomes 2D and turns back to 3D) while the latter has 3D for a secret star area. Bowser's Gravity Gauntlet is this taken to the extreme.
- Trine: 3D graphics, sidescrolling movement. This occasionally gets you an odd camera angle that lets you see something that should be Behind the Black.
- The Super NES Scooby-Doo game had doorways that Shaggy and Scooby could enter by walking toward or away from the player.
- Yoshis Story on the N64 is another fine example of a 2D platformer with 3D levels, Yoshis, and such.
- The 2D segments in Sonic Unleashed are really this. The only thing keeping them from being 3D is the complete inability to move to the side under your own power (which you have in the 3D segments) — you can easily be, and often are, moved in the third direction by bumpers, spiral paths, and paths with loop-de-loops.
- Sonic Colors also does this, but with greater focus on the 2D platforming aspect.
- Sonic Generations plays with this trope to varying extents with its two playable characters: Modern Sonic's use is similar to Sonic Unleashed and Sonic Colors with its 3D/2.5D shifts at certain points of a given level; Classic Sonic's use, on the other hand, is all 2.5D. The 3DS version, meanwhile, is entirely 2.5D except for parts of the final boss battle.
- The Sonic Rush series plays in 2D (except for bosses, in which the paths curve and twist, thus being 2.5D), but Sonic and Blaze are 3D models with outlines put around them to make them look 2D. This allows segments where Sonic and Blaze are "closer to or further away" from the screen during certain level specific gimmicks.
- The underrated Sonic Rivals series for the PSP has 3D graphics, and linear paths that twist and curve.
- Sonic CD had Metallic Madness zone, where you could go behind certain walls to progress and get powerups, before going back infront again to continue the level proper.
- Sonic the Hedgehog 4 Episode II. The entire game is in 2½D, more than Episode I is, Sonic is fully rendered in 3D and the levels are in 3D but you move along a 2D path. In fact White Park Act 2 and the Boss Act has you running along a roller coaster track and there are springs that'll send Sonic to the tracks in the background and vice versa.
- Mega Man X7 danced between 2D and 3D without much warning. Mega Man X8 might be a better example, as it stayed in 2D but had some occasional 3D-esque moments.
- Super Mario Bros. 3 did this by occasionally letting Mario and Luigi move behind the background elements. Crouching on white structural blocks (the earliest and best-known is in World 1-3, but they appear throughout the game) would make you fall behind the block, which allowed Mario to walk behind bushes, structural blocks (but not item or breakable blocks), and even the end-of-level "curtains".
- Super Mario World had, in various castle levels, fenced grates that Mario (and Koopa Troopers) could climb and switch from the back to the front.
- Goemon's Great Adventure is done in full 3D, but the character can only move along one plane. The paths curve and branch off, but outside of towns, left and right are your only choices.
- Viewtiful Joe and its sequel are both like this.
- Donkey Kong Country Returns, as pictured above.
- Donkey Kong Country: Tropical Freeze features similar levels and adds curving paths.
- Wild9 had the usual forward/backward/jump on a curving and branching path for most of its levels. To shake things up, there were also a few sections that changed how the dimensions were presented (e.g. vehicle sections involving steering, but no jumping; or a boss battle fought while fleeing into the camera, so that only sideways and vertical movement looked relevant).
- Duke Nukem: Manhattan Project constrains the action to a plane, but can make the playable plane go around corners or allow the player to move between planes in certain areas by hitting the up-arrow in locations marked as such.
- Most platforming levels in LittleBigPlanet and its sequels take the layered approach. However, thanks to the Level Editor, a good deal of user-generated levels opt for a different genre or disable moving between layers.
- Oddworld is a purely 2D side-scroller, but has several levels with two layers. Sometimes the player can go to the background layer, sometimes the background layer simply has enemies that shoot at the player.
- Fez plays around with this considerably. All the action is 2D platforming, but the engine is 3D and allows rotating the level to form a new perspective.
- Super Mario 3D Land straddles the line at times. Good examples of this trope in action include the airship levels, the sewer levels, and the island levels.
- The 3DS version of Cave Story counts, especially because the graphics are both polygonal 3D and stereoscopic 3D.
- Castlevania: Lords of Shadow - Mirror of Fate on the 3DS (noticing a trend yet?) is one of these, featuring 2D-style platforming but with 3D graphics and a few bosses who move in and out of the background as the fight proceeds.
- Final Exam, a Hack and Slash spinoff of the ObsCure series.
- The Adventures of Lomax utilizes this at times, with you moving between various planes of the level set in the background and foreground. There are also some obstacles that attempt to use 3D perspective, like spiky balls that are attached to a chain and swing towards and away from the screen.
- Super Scramble Simulator, on first glance, appears to be a straightforward, always-move-to-the-right Side View game. However, the top-down map below is a few tiles high, and there are in fact obstacles that have to be shifted around.
Role Playing Games
- Some gaming media outlets classify the Paper Mario series as this, depending on whose reviews you read. While Mario can move in three dimensions, the areas he moves through tend to be narrow and reminescent of traditional sidescrolling levels—and Paper Mario: The Thousand-Year Door gets a lot of milage out of the "Layers" variant. Super Paper Mario only complicates things by being a 2D platformer you can flip to 3D in some instances.
- There's an example of the "3D game with a 2D interlude" variety in the 2D platforming stages of Kingdom Hearts Re:coded.
- Pokemon Diamond And Pearl, despite being nicknamed the "3D Generation" of the main series, is 2.5D; the player walks around in a two-dimensional grid based world, but structures around the player change perspective as (s)he moves around. The one exception to this dynamic is the Distortion World in Pokémon Platinum.
- Pokemon Black And White, on the other hand, are the first main series games to feature full 3D, more or less. The biggest difference between the 3D featured in Generation V and the one in Generation IV is that the camera plays around in the former, while being completely fixed in the latter. It can also be even argued that Generation IV is itself the first true 3D generation, as there are a few hacks for those games that allows you to play with the camera angles, proving that they have fully 3D worlds.
- The Attract Mode sequence for Pokemon HeartGold and SoulSilver (also Generation IV games) feature 3D pannings of some of the settings in the game.
- The 3DS games Pokémon X and Y and Pokémon Omega Ruby and Alpha Sapphire are the first main series games to be completely in 3D, even within battle and even with characters found within the overworld. The game still plays similarly to past games, however, only with more animations for characters other than their walking animation and the ability to move in 8 directions or more (depending on where you are within the game world and, in the case of X and Y, whether you have the roller skates or the bike on you at the time or not).
- Dragon Saga has an interesting take on this. The game is in full 3D and some sections of the game allow 3D movement. However, most combat areas only allow the player character to face and aim attacks to the left or right with movement towards or away from the screen causing them to slide sideways. Needless to say the few sections of the game that allow 3D combat take some getting used to and reveal that the hit boxes for attacks are always much longer on one axis than on others.
- Napple Tale uses 2D platforming and curving, though linear, paths. It switches to Free Rotating Camera for its Hub Level.
- The Art Shift of Mario & Luigi: Dream Team works like this, with the overworld and battle arenas being in 3D while most of the characters and enemies are represented by 2D sprites (except within the giant battles).
Shoot 'Em Up
- The RAY Series is best-known for the limited degee with which the player interacts with the third dimension. Your two basic weapons are a standard shot that attacks same-altitude enemies, and lock-on Homing Lasers that can target enemies below you that your shot cannot hit. Additionally, while the latter two games in the series, RayStorm and RayCrisis, use 3D graphics, RayForce is notable for achieving 3D effects with 2D sprites; the effect is especially pronounced at the end of area 4 when you descend through a fissure into the underground city below.
- Einhänder plays like a linear 2D side scroller, but your homing missiles can home in on enemies in the foreground and background. There are also a few enemies who will attack you in (relative) safety from the background on occasion, particularly bosses. A few gain extra abilities to do this only when the game is played on Hard mode, such as the "monkey" mid-boss of Stage 5 gaining the ability to back-hand your ship from the background if you're not watching out for it; although it has some other forms of background attacks regardless of what difficulty mode is being played.
- Vertical Force for the Virtual Boy had a button to move the player's ship between two layers.
- Ether Vapor takes it a step further, to the point of being marketed as a "2.75D" shooter. The 3D graphics mean that the player can hit background enemies with the lock-on and, at set points in the game, even change perspective in the middle of the stage, between Vertical Scrolling Shooter, Horizontal Scrolling Shooter, and behind-the-back corridor shooter.
- If the top entry wasn't enough for you, try its Spiritual Successor Astebreed!
- The Irem Arcade Game Horizon allows the player to move on the Z-axis between three parallax-scrolling paths.
- Dangan Ronpa allows you to pan around and explore the school; however, all of the students and props are presented as paper cutouts.