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Moving to appropriate namespace.


* ''SuperMarioBros2'' had continuous horizontal scrolling, with vertical scrolling occuring 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.

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* ''SuperMarioBros2'' ''VideoGame/SuperMarioBros2'' had continuous horizontal scrolling, with vertical scrolling occuring 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.
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** ''Dragon Slayer IV''/''LegacyOfTheWizard''

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** ''Dragon Slayer IV''/''LegacyOfTheWizard''IV''/''LegacyOfTheWizard'' (sub-areas are the same width in both versions, though they're divided into five slightly overlapping screens on the MSX)

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* The first ''Game/{{Castlevania}}'', like ''Mega Man'', only scrolled continuously in the horizontal direction within sub-levels; its counterpart for the {{MSX}}2, ''Vampire Killer'', used flip-scrolling exclusively.

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* The first ''Game/{{Castlevania}}'', like ''Mega Man'', only scrolled continuously With many games that appeared both on the {{MSX}} and the NintendoEntertainmentSystem, the NES versions featured continuous scrolling within sub-levels in the horizontal direction within sub-levels; its counterpart for the {{MSX}}2, ''Vampire Killer'', only, but their MSX counterparts used flip-scrolling exclusively.exclusively. To name a few:
** ''Game/{{Castlevania}}''/''Vampire Killer''
** ''Castle Excellent''/''{{Castlequest}}'' (the NES version still flipped between rooms, but rebuilt them all to be wider than the screen)
** ''Dragon Slayer IV''/''LegacyOfTheWizard''
** ''Game/TheGoonies''
** ''MazeOfGalious''
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** Oddly, ''A Link to the Past'', it used arbitrary screen flipping, though it also scrolled more smoothly. Go figure.
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* ''Game/{{Mantra}}'', being very closely inspired by TheLegendOfZelda, 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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* ''Game/{{Mantra}}'', being very closely inspired by TheLegendOfZelda, 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.
support.
* ''Super Mario Bros. Special'', a port of ''VideoGame/SuperMarioBros'' for the {{PC88}}, flipped the screen not at the right edge, but a few tiles short from the edge. These jerky transitions (together with the RatchetScrolling retained from the NES original) impose considerable FakeDifficulty, which may even have been unnecessary considering that it came out after ''{{Thexder}}'', which demonstrated that continuous (albeit choppy) scrolling could be done on the {{PC88}}.
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* The game version of [[GreenSkyTrilogy Below The Root]] encouraged the "edge of thew screen" trick to avoid hostile [=NPCs=].

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* The game version of [[GreenSkyTrilogy Below The Root]] encouraged the "edge of thew the screen" trick to avoid hostile [=NPCs=].
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* ''AnimalCrossing'' on the Gamecube features a form of this without the justification of limited technology. In addition, objects and characters continued to move and act, even across screen borders. {{Lampshaded}} by calling them "Acres". The DS and Wii games use continuous scrolling graphics but still use 16x16-cell acres internally, such as for placing buildings (never across an acre boundary), evaluating the environment (need a certain number of flowers per acre for a perfect score), and {{cap}}ping geometry density (no more than 6 trees per quarter acre).

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* ''AnimalCrossing'' on the Gamecube features a form of this without the justification of limited technology. In addition, objects and characters continued to move and act, even across screen borders. {{Lampshaded}} by calling them "Acres". The DS and Wii games use avert this with continuous scrolling graphics scrolling, but still use 16x16-cell acres internally, 16x16 "acres" for internal purposes such as for placing buildings building placement (never across an acre boundary), evaluating the environment (need a certain number of flowers per acre for a perfect score), and {{cap}}ping geometry density (no more than 6 trees per quarter acre).quarter-acre), and so on.
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ACWW and ACCF still use acres under the surface


* ''AnimalCrossing'' on the Gamecube featured a form of this without the justification of limited technology. In addition, objects and characters continued to move and act, even across screen borders. {{Lampshaded}} by calling them "Acres".

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* ''AnimalCrossing'' on the Gamecube featured features a form of this without the justification of limited technology. In addition, objects and characters continued to move and act, even across screen borders. {{Lampshaded}} by calling them "Acres". The DS and Wii games use continuous scrolling graphics but still use 16x16-cell acres internally, such as for placing buildings (never across an acre boundary), evaluating the environment (need a certain number of flowers per acre for a perfect score), and {{cap}}ping geometry density (no more than 6 trees per quarter acre).
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Frequent Redlink cleanup


* The game version of [[GreenSkyTrilogy Below The Root]] encouraged the "edge of thew screen" trick to avoid hostile NPCs.

to:

* The game version of [[GreenSkyTrilogy Below The Root]] encouraged the "edge of thew screen" trick to avoid hostile NPCs.[=NPCs=].
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None


* ''Game/Mantra Mantra'', being very closely inspired by TheLegendOfZelda, 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.

to:

* ''Game/Mantra Mantra'', ''Game/{{Mantra}}'', being very closely inspired by TheLegendOfZelda, 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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* [[Game/Mantra Mantra]], being very closely inspired by TheLegendOfZelda, did this.

to:

* [[Game/Mantra Mantra]], ''Game/Mantra Mantra'', being very closely inspired by TheLegendOfZelda, did this.
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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* [[Game/Mantra Mantra]], being very closely inspired by TheLegendOfZelda, did this.
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None



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* All the ''{{Hydlide}}'' games except ''Virtual Hydlide''.
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Added DiffLines:

* The game version of [[GreenSkyTrilogy Below The Root]] encouraged the "edge of thew screen" trick to avoid hostile NPCs.
Is there an issue? Send a MessageReason:
None


* The first ''Game/{{Castlevania}}'', like ''Mega Man'', only scrolled continuously in the horizontal direction within sub-levels; its counterpart for the MSX2, ''Vampire Killer'', used flip-scrolling exclusively.

to:

* The first ''Game/{{Castlevania}}'', like ''Mega Man'', only scrolled continuously in the horizontal direction within sub-levels; its counterpart for the MSX2, {{MSX}}2, ''Vampire Killer'', used flip-scrolling exclusively.
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None


* The first ''Game/{{Castlevania}}'', same as ''Mega Man'' The screen also flip-scrolled when entering the door to the next sub-level.

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* The first ''Game/{{Castlevania}}'', same as like ''Mega Man'' The screen also flip-scrolled when entering Man'', only scrolled continuously in the door to horizontal direction within sub-levels; its counterpart for the next sub-level.MSX2, ''Vampire Killer'', used flip-scrolling exclusively.
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May be purposefully invoked in games featuring {{Retraux}} themes.

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May be purposefully invoked Common in games designed for old systems like the {{MSX}} which had no real support for screen-scrolling. More recent games featuring {{Retraux}} themes.
themes may purposefully invoke this.
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* All the ''{{Glider}}'' games do this, with a CheckPoint every room (probably common with this type of scrolling). The drawback of not being able to see surrounding rooms was remedied by 9-room mode in ''Glider PRO''. Rooms were titled in ''Glider 4.0'' and ''Glider PRO''; the former game even put the title of the room where you died on the High Scores list.

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* All the ''{{Glider}}'' games do this, with a CheckPoint every room (probably common with this type of scrolling).room. The drawback of not being able to see surrounding rooms was remedied by 9-room mode in ''Glider PRO''. Rooms were titled in ''Glider 4.0'' and ''Glider PRO''; the former game even put the title of the room where you died on the High Scores list.



* ''MetalGear'' and ''MetalGear2: Solid Snake'', due to the MSX having no real support for screen-scrolling.

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* ''MetalGear'' and ''MetalGear2: Solid Snake'', due to Snake'' on the MSX having no real support for screen-scrolling.used flip screen scrolling, and ''MetalGear'' and ''SnakesRevenge'' on the NES followed suit.
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* Early IsometricProjection games such as ''HeadOverHeels'' work this way, out of necessity.
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* ''{{Knytt}}'' and ''KnyttStories''.
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* ''DistortedTravesty''

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* ''DistortedTravesty''
''DistortedTravesty'' did this for certain areas.
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* ''DistortedTravesty''
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* ''TheGuardianLegend'', during the labyrinth areas.
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Adding example.

Added DiffLines:


!! Other examples
* ''AnimalCrossing'' on the Gamecube featured a form of this without the justification of limited technology. In addition, objects and characters continued to move and act, even across screen borders. {{Lampshaded}} by calling them "Acres".
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None

Added DiffLines:

** This was not uncommon in NES games, as the console only had enough video RAM for scrolling in one direction, and scrolling the other way had to be done in software. (It was possible for the cartridge to contain extra VRAM to get around this, but most games just lived with it.)
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* ''BlasterMaster'' generally scrolls in all directions, but flips when going through doorways between "rooms", both in sidescrolling and overhead modes.
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* The first ''Game/{{Castlevania}}'', same as ''Mega Man''

to:

* The first ''Game/{{Castlevania}}'', same as ''Mega Man''Man'' The screen also flip-scrolled when entering the door to the next sub-level.
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fixed a redlink (not a wikiword)


* 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.

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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 [=NPCs=] and monsters (generally) limited to the screen they resided on.
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A curious side effect of this is that, just as the game couldn't afford the memory to provide continuous scrolling, it couldn't afford the memory to keep track of whatever was offscreen, either; the screen edges essentially became borders to NPCs, monsters, attacks and projectiles alike, and ''only'' the player was able to cross from one screen to the next. Is there a hungry wolf bearing down on your [[KingsQuest Sir Graham]]? Simply run off the edge of the screen to the next, and it'll forget all about you.

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A curious side effect of this is that, just as the game couldn't afford the memory to provide continuous scrolling, it couldn't afford the memory to keep track of whatever was offscreen, either; [[BehindTheBlack the screen edges essentially became borders borders]] to NPCs, [=NPCs=], monsters, attacks and projectiles alike, and ''only'' the player was able to cross from one screen to the next. Is there a hungry wolf bearing down on your [[KingsQuest Sir Graham]]? Simply run off the edge of the screen to the next, and it'll forget all about you.
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Smash TV



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* ''SmashTV'', using much the same excuse as ''The Legend of Zelda'': progress from one room to the next.

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Removed dubious statement about horz being much easier than vert on NES. The NES had both horizontal arrangement (vertical mirroring) and vertical arrangement (horizontal mirroring) modes.


* The popular {{NES}} system did, in fact, have greater support for continuous horizontal scrolling than vertical scrolling.



* ''SuperMarioBros2'' had continuous horizontal scrolling, with vertical scrolling occuring in full-screen intervals; although offscreen enemies and items were still accounted for and could drop in on the player from above.

to:

* ''SuperMarioBros2'' had continuous horizontal scrolling, with vertical scrolling occuring in full-screen intervals; 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.

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