Is there an issue? Send a MessageReason:
Tweak~
Changed line(s) 74 (click to see context) from:
* ''{{Knytt}}'' and ''KnyttStories''.
to:
* ''{{Knytt}}'' ''VideoGame/{{Knytt}}'', '' VideoGame/KnyttStories'', and ''KnyttStories''.''VideoGame/KnyttUnderground''. Creator/{{Nifflas}} actually averted this in his abandoned project ''Knytt Experiment''.
Is there an issue? Send a MessageReason:
None
Changed line(s) 63 (click to see context) from:
to:
* ''VideoGame/AlienCrush'', like 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.
Is there an issue? Send a MessageReason:
None
Changed line(s) 52 (click to see context) from:
* ''Kid Niki: Radical Ninja'' did this in the AppleII and {{Commodore 64}} versions.
to:
* ''Kid Niki: Radical Ninja'' ''VideoGame/KidNikiRadicalNinja'' did this in the AppleII and {{Commodore 64}} versions.
Is there an issue? Send a MessageReason:
None
Changed line(s) 75,76 (click to see context) from:
* VideoGame/ShovelKnight mimics the scrolling of many classic games.
to:
* VideoGame/ShovelKnight ''VideoGame/ShovelKnight'' mimics the scrolling of many classic games.
Is there an issue? Send a MessageReason:
None
Changed line(s) 75,76 (click to see context) from:
* ShovelKnight mimics the scrolling of many classic games.
to:
* ShovelKnight VideoGame/ShovelKnight mimics the scrolling of many classic games.
Is there an issue? Send a MessageReason:
Adding Shovel Knight
Changed line(s) 75 (click to see context) from:
to:
* ShovelKnight mimics the scrolling of many classic games.
Is there an issue? Send a MessageReason:
None
Changed line(s) 24 (click to see context) from:
* The 2D ''VideoGame/PrinceOfPersia'' games (flip).
to:
* The 2D ''VideoGame/PrinceOfPersia'' games ''VideoGame/PrinceOfPersia1'' and ''VideoGame/PrinceOfPersia2'' (flip).
Changed line(s) 26 (click to see context) from:
* Many {{Platform Game}}s by Capcom based on Disney animations in the NES era like ''VideoGame/TheLittleMermaid'', ''WesternAnimation/DarkwingDuck'' and ''VideoGame/DuckTales'' games.
to:
* Many {{Platform Game}}s by Capcom Creator/{{Capcom}} based on Disney animations in the NES era like ''VideoGame/TheLittleMermaid'', ''WesternAnimation/DarkwingDuck'' and ''VideoGame/DuckTales'' games.
Changed line(s) 62 (click to see context) from:
to:
* ''VideoGame/{{Hunchback}}'' is another example that originated in arcades. The screen doesn't scroll until Quasimodo hits the CheckPoint at the right side of every screen, even though the intro has continuous scrolling.
Changed line(s) 65 (click to see context) from:
* ''VideoGame/{{La-Mulana}}'', as part of its MSX theme, due to MSX hardware having little support for continuous scrolling. The remake gives a name to each room.
to:
* ''VideoGame/{{La-Mulana}}'', ''VideoGame/LaMulana'', as part of its MSX theme, due to MSX hardware having little support for continuous scrolling. The remake gives a name to each room.
Is there an issue? Send a MessageReason:
None
Changed line(s) 15 (click to see context) from:
** Sierra's ''QuestForGlory'' series, however, allowed wandering monsters to pursue the player from one screen to the next.
to:
** Sierra's ''QuestForGlory'' ''VideoGame/QuestForGlory'' series, however, allowed wandering monsters to pursue the player from one screen to the next.
Is there an issue? Send a MessageReason:
None
Changed line(s) 20,22 (click to see context) from:
** The first Gameboy title, ''[[VideoGame/TheLegendOfZeldaLinksAwakening Link's Awakening]]'', had exclusively "flip" scrolling.[[hottip:*:And glitch in it could be exploited for SequenceBreaking.]] The [[VideoGame/TheLegendOfZeldaOracleGames Oracle games]] also used it on the overworld map, but added rooms bigger than the screen in dungeons.
*** It used this for both of the above-view moments and the 2D sections.
* In ''VideoGame/MegaMan'' classic, horizontal scrolling was generally continuous (doors and gates aside), while vertical scrolling occurred in full-screen intervals.
*** It used this for both of the above-view moments and the 2D sections.
* In ''VideoGame/MegaMan'' classic, horizontal scrolling was generally continuous (doors and gates aside), while vertical scrolling occurred in full-screen intervals.
to:
** The first Gameboy title, ''[[VideoGame/TheLegendOfZeldaLinksAwakening Link's Awakening]]'', had exclusively "flip" scrolling.[[hottip:*:And scrolling in both the above-view ''and'' platforming sections.[[note]]And a glitch in it the former could be exploited for SequenceBreaking.]] 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.
*** It used this for both of the above-view moments and the 2D sections.
* In ''VideoGame/MegaMan'' classic, 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.
Is there an issue? Send a MessageReason:
Link
Changed line(s) 54 (click to see context) from:
* ''Mighty Bomb Jack'' and ''VideoGame/{{Metroid}}'' on the NES were careful to keep horizontal corridors separated from vertical shafts by doors.
to:
* ''Mighty ''[[VideoGame/BombJack Mighty Bomb Jack'' Jack]]'' and ''VideoGame/{{Metroid}}'' on the NES were careful to keep horizontal corridors separated from vertical shafts by doors.
Is there an issue? Send a MessageReason:
None
Changed line(s) 17 (click to see context) from:
* The NES version of ''Cybernoid'' flips from screen to screen when you reach the edge. However, it has a fun unit where an enemy appears just against the side you flipped in from.
to:
* The NES version of ''Cybernoid'' (originally for the AmstradCPC) flips from screen to screen when you reach the edge. However, it has a fun unit where an enemy appears just against the side you flipped in from.
Changed line(s) 33 (click to see context) from:
* ''{{Faxanadu}}''. Ironically, this was averted in the PC88 and {{MSX}} game it was based on, ''DragonSlayerIIXanadu''.
to:
* ''{{Faxanadu}}''. Ironically, this was averted ''VideoGame/{{Faxanadu}}''. Averted in the PC88 and {{MSX}} {{MSX}}1 game it was based on, ''DragonSlayerIIXanadu''.''DragonSlayerIIXanadu'', even though those systems lacked scrolling hardware.
Changed line(s) 62 (click to see context) from:
to:
* ''VideoGame/AlienSyndrome'' (SegaMasterSystem version)
Is there an issue? Send a MessageReason:
None
Added DiffLines:
** ''VideoGame/GanbareGoemon! Karakuri Douchuu''
Is there an issue? Send a MessageReason:
None
Changed line(s) 59 (click to see context) from:
to:
* ''Montezuma's Revenge''
* The castle stages in ''VideoGame/AlexKidd in Miracle World'' and ''Alex Kidd in the Enchanted Castle''.
* The castle stages in ''VideoGame/AlexKidd in Miracle World'' and ''Alex Kidd in the Enchanted Castle''.
Is there an issue? Send a MessageReason:
None
Changed line(s) 27 (click to see context) from:
* Many {{Platform Game}}s by Capcom based on Disney animations in the NES era like ''VideoGame/TheLittleMermaid'', ''DarkwingDuck'' and ''VideoGame/DuckTales'' games.
to:
* Many {{Platform Game}}s by Capcom based on Disney animations in the NES era like ''VideoGame/TheLittleMermaid'', ''DarkwingDuck'' ''WesternAnimation/DarkwingDuck'' and ''VideoGame/DuckTales'' games.
Is there an issue? Send a MessageReason:
None
Changed line(s) 24 (click to see context) from:
* All the ''{{Glider}}'' games do this, with a CheckPoint 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 ''Glider 4.0'' and ''Glider PRO''; the former game even put the title of the room where you died on the High Scores list.
to:
* All of the ''{{Glider}}'' ''VideoGame/{{Glider}}'' games do this, 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 ''Glider 4.''4.0'' and ''Glider PRO''; ''PRO''; the former game even put the title of the room where you died on the High Scores list.
Is there an issue? Send a MessageReason:
None
Changed line(s) 58,59 (click to see context) from:
* ''VideoGame/CastleWolfenstein''
to:
* ''VideoGame/CastleWolfenstein''
''VideoGame/CastleWolfenstein'', although enemies you've killed stayed dead.
Is there an issue? Send a MessageReason:
None
Changed line(s) 58 (click to see context) from:
to:
* ''VideoGame/CastleWolfenstein''
Is there an issue? Send a MessageReason:
2x bigger equals 3x as big
Changed line(s) 19 (click to see context) from:
** ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]'' had map areas about twice bigger than the screen, giving it both a smooth scrolling within a map area and a "flip" scrolling from one area to the next.
to:
** ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]'' had map areas about twice bigger than 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.
Is there an issue? Send a MessageReason:
None
Changed line(s) 25 (click to see context) from:
* The 2D ''PrinceOfPersia'' games (flip).
to:
* The 2D ''PrinceOfPersia'' ''VideoGame/PrinceOfPersia'' games (flip).
Changed line(s) 27 (click to see context) from:
* Many Games by Capcom based on Disney animations in the NES era like ''VideoGame/TheLittleMermaid'', ''DarkwingDuck'' and ''VideoGame/DuckTales'' games.
to:
* Many Games {{Platform Game}}s by Capcom based on Disney animations in the NES era like ''VideoGame/TheLittleMermaid'', ''DarkwingDuck'' and ''VideoGame/DuckTales'' games.
Changed line(s) 54 (click to see context) from:
* The 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.
to:
* The AmstradCPC port of ''Videogame/{{Contra}}'' ''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.
Changed line(s) 57 (click to see context) from:
to:
* ''VideoGame/GoofTroop''
Is there an issue? Send a MessageReason:
None
Changed line(s) 60 (click to see context) from:
* ''VideoGame/{{La-Mulana}}'', as part of its MSX theme, due to MSX hardware having little support for continuous scrolling.
to:
* ''VideoGame/{{La-Mulana}}'', as part of its MSX theme, due to MSX hardware having little support for continuous scrolling. The remake gives a name to each room.
Is there an issue? Send a MessageReason:
None
Changed line(s) 3,4 (click to see context) from:
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]] 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.
to:
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]] 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 [[VideoGame/KingsQuest Sir Graham]]? Simply run off the edge of the screen to the next, and it'll forget all about you.
Is there an issue? Send a MessageReason:
None
Changed line(s) 37 (click to see context) from:
** ''Dragon Slayer IV''/''LegacyOfTheWizard'' (sub-areas are the same width in both versions, though they're divided into five slightly overlapping screens on the MSX)
to:
** ''Dragon Slayer IV''/''LegacyOfTheWizard'' IV''/''VideoGame/LegacyOfTheWizard'' (sub-areas are the same width in both versions, though they're divided into five slightly overlapping screens on the MSX)
Changed line(s) 40,41 (click to see context) from:
* ''{{Pitfall}}'' had this exclusively. The sequel introduced smooth scrolling, but only for vertical transitions.
* ''SmashTV'', using much the same excuse as ''The Legend of Zelda'': progress from one room to the next.
* ''SmashTV'', using much the same excuse as ''The Legend of Zelda'': progress from one room to the next.
to:
* ''{{Pitfall}}'' ''VideoGame/{{Pitfall}}'' had this exclusively. The sequel introduced smooth scrolling, but only for vertical transitions.
*''SmashTV'', ''VideoGame/SmashTV'', using much the same excuse as ''The Legend of Zelda'': progress from one room to the next.
*
Changed line(s) 43 (click to see context) from:
* ''TheGuardianLegend'', during the labyrinth areas.
to:
* ''TheGuardianLegend'', ''VideoGame/TheGuardianLegend'', during the labyrinth areas.
Is there an issue? Send a MessageReason:
None
Changed line(s) 45 (click to see context) from:
* All the ''VideoGame/{{Hydlide}}'' games except ''Virtual Hydlide''.
to:
* All the 2D ''VideoGame/{{Hydlide}}'' games games, except ''Virtual Hydlide''.for the Sharp X1 port of the first game.
Is there an issue? Send a MessageReason:
None
Changed line(s) 50,51 (click to see context) from:
* ''MagicalDoropie'' had full horizontal scrolling, but flips on vertical transitions, like the ''VideoGame/MegaMan'' clone it is.
* ''{{Spelunker}}'' (computer and NES versions) scrolls continuously in the ''vertical'' direction only.
* ''{{Spelunker}}'' (computer and NES versions) scrolls continuously in the ''vertical'' direction only.
to:
* ''MagicalDoropie'' ''VideoGame/MagicalDoropie'' had full horizontal scrolling, but flips on vertical transitions, like the ''VideoGame/MegaMan'' clone it is.
*''{{Spelunker}}'' ''VideoGame/{{Spelunker}}'' (computer and NES versions) scrolls continuously in the ''vertical'' direction only.
*
Is there an issue? Send a MessageReason:
Namespace fixed.
Changed line(s) 17 (click to see context) from:
* The NES version of ''Cybernoid'' flips from screen to screen when you reach the edge. However, it has a fun unit where an enemy appears just against the side you flipped in from.
to:
* The NES version of ''Cybernoid'' flips from screen to screen when you reach the edge. However, it has a fun unit where an enemy appears just against the side you flipped in from.
Changed line(s) 59 (click to see context) from:
* ''IWannaBeTheGuy''
to:
* ''IWannaBeTheGuy''''VideoGame/IWannaBeTheGuy''
Is there an issue? Send a MessageReason:
None
Changed line(s) 52 (click to see context) from:
* ''Kid Niki: Radical Ninja'' did this in the AppleII version.
to:
* ''Kid Niki: Radical Ninja'' did this in the AppleII version.and {{Commodore 64}} versions.
Changed line(s) 56 (click to see context) from:
to:
* ''Bagman'' (1982) is one of very few arcade games that did this.
Is there an issue? Send a MessageReason:
None
Changed line(s) 20 (click to see context) from:
** The first Gameboy title, ''[[VideoGame/TheLegendOfZeldaLinksAwakening Link's Awakening]]'', had exclusively "flip" scrolling.[[hottip:*:And glitch in it could be exploited for SequenceBreaking.]] The [[TheLegendOfZeldaOracleGames Oracle games]] also used it on the overworld map, but added rooms bigger than the screen in dungeons.
to:
** The first Gameboy title, ''[[VideoGame/TheLegendOfZeldaLinksAwakening Link's Awakening]]'', had exclusively "flip" scrolling.[[hottip:*:And glitch in it could be exploited for SequenceBreaking.]] The [[TheLegendOfZeldaOracleGames [[VideoGame/TheLegendOfZeldaOracleGames Oracle games]] also used it on the overworld map, but added rooms bigger than the screen in dungeons.
Changed line(s) 46 (click to see context) from:
* ''VideoGame/{{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:
* ''VideoGame/{{Mantra}}'', being very closely inspired by TheLegendOfZelda, ''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.
Is there an issue? Send a MessageReason:
None
Changed line(s) 54,55 (click to see context) from:
* The AmstradCPC port of ''Videogame/{{Contra}}'' (known as ''Gryzor'') scrolled by about two-thirds of a screen, in addition to its RatchetScrolling.
to:
* The AmstradCPC port of ''Videogame/{{Contra}}'' (known as ''Gryzor'') scrolled by about two-thirds of a screen, in addition to its RatchetScrolling.
RatchetScrolling. The {{MSX}}2 version scrolled at screen boundaries.
* ''VideoGame/NazoNoMurasamejo'' had this throughout the game.
* ''VideoGame/NazoNoMurasamejo'' had this throughout the game.
Is there an issue? Send a MessageReason:
None
Changed line(s) 35 (click to see context) from:
** ''VideoGame/{{Castlevania}}''/''Vampire Killer''
to:
** ''VideoGame/{{Castlevania}}''/''Vampire ''VideoGame/{{Castlevania|1986}}''/''Vampire Killer''
Is there an issue? Send a MessageReason:
None
Changed line(s) 28 (click to see context) from:
* ''VideoGame/MetalGear'' and ''MetalGear2: Solid Snake'' on the [=MSX2=] used flip screen scrolling, as did the NES version of ''Metal Gear'' and ''SnakesRevenge''.
to:
* ''VideoGame/MetalGear'' ''VideoGame/MetalGear1987'' and ''MetalGear2: Solid Snake'' ''VideoGame/MetalGear2SolidSnake'' on the [=MSX2=] used flip screen scrolling, as did the NES version of ''Metal Gear'' and ''SnakesRevenge''.''VideoGame/SnakesRevenge''.