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* ''{{Knytt}}'' and ''KnyttStories''.

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* ''{{Knytt}}'' ''VideoGame/{{Knytt}}'', '' VideoGame/KnyttStories'', and ''KnyttStories''.''VideoGame/KnyttUnderground''. Creator/{{Nifflas}} actually averted this in his abandoned project ''Knytt Experiment''.
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* ''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.
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* ''Kid Niki: Radical Ninja'' did this in the AppleII and {{Commodore 64}} versions.

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* ''Kid Niki: Radical Ninja'' ''VideoGame/KidNikiRadicalNinja'' did this in the AppleII and {{Commodore 64}} versions.
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* VideoGame/ShovelKnight mimics the scrolling of many classic games.

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

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* ShovelKnight VideoGame/ShovelKnight mimics the scrolling of many classic games.
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* ShovelKnight mimics the scrolling of many classic games.
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* The 2D ''VideoGame/PrinceOfPersia'' games (flip).

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* The 2D ''VideoGame/PrinceOfPersia'' games ''VideoGame/PrinceOfPersia1'' and ''VideoGame/PrinceOfPersia2'' (flip).



* Many {{Platform Game}}s by Capcom based on Disney animations in the NES era like ''VideoGame/TheLittleMermaid'', ''WesternAnimation/DarkwingDuck'' and ''VideoGame/DuckTales'' games.

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* 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.




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* ''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.



* ''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.

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* ''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.
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** Sierra's ''QuestForGlory'' series, however, allowed wandering monsters to pursue the player from one screen to the next.

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** Sierra's ''QuestForGlory'' ''VideoGame/QuestForGlory'' series, however, allowed wandering monsters to pursue the player from one screen to the next.

Changed: 511

Removed: 166

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** 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.

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** 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.
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Link


* ''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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* ''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.
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* 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.

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* 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.



* ''{{Faxanadu}}''. Ironically, this was averted in the PC88 and {{MSX}} game it was based on, ''DragonSlayerIIXanadu''.

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* ''{{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.




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* ''VideoGame/AlienSyndrome'' (SegaMasterSystem version)
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** ''VideoGame/GanbareGoemon! Karakuri Douchuu''

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Changed: 25

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* ''Montezuma's Revenge''
* The castle stages in ''VideoGame/AlexKidd in Miracle World'' and ''Alex Kidd in the Enchanted Castle''.
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* Many {{Platform Game}}s by Capcom based on Disney animations in the NES era like ''VideoGame/TheLittleMermaid'', ''DarkwingDuck'' and ''VideoGame/DuckTales'' games.

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* Many {{Platform Game}}s by Capcom based on Disney animations in the NES era like ''VideoGame/TheLittleMermaid'', ''DarkwingDuck'' ''WesternAnimation/DarkwingDuck'' and ''VideoGame/DuckTales'' games.
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* 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.

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* 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.
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* ''VideoGame/CastleWolfenstein''

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* ''VideoGame/CastleWolfenstein''
''VideoGame/CastleWolfenstein'', although enemies you've killed stayed dead.
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* ''VideoGame/CastleWolfenstein''
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2x bigger equals 3x as big


** ''[[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.

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** ''[[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.
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* The 2D ''PrinceOfPersia'' games (flip).

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* The 2D ''PrinceOfPersia'' ''VideoGame/PrinceOfPersia'' games (flip).



* Many Games by Capcom based on Disney animations in the NES era like ''VideoGame/TheLittleMermaid'', ''DarkwingDuck'' and ''VideoGame/DuckTales'' games.

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* Many Games {{Platform Game}}s by Capcom based on Disney animations in the NES era like ''VideoGame/TheLittleMermaid'', ''DarkwingDuck'' and ''VideoGame/DuckTales'' games.



* 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.

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* 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.




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* ''VideoGame/GoofTroop''
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* ''VideoGame/{{La-Mulana}}'', as part of its MSX theme, due to MSX hardware having little support for continuous scrolling.

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* ''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.
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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]] 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]] 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.
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** ''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)

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** ''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)



* ''{{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.

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* ''{{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.



* ''TheGuardianLegend'', during the labyrinth areas.

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* ''TheGuardianLegend'', ''VideoGame/TheGuardianLegend'', during the labyrinth areas.
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* All the ''VideoGame/{{Hydlide}}'' games except ''Virtual Hydlide''.

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* All the 2D ''VideoGame/{{Hydlide}}'' games games, except ''Virtual Hydlide''.for the Sharp X1 port of the first game.
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* ''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.

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* ''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.
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Namespace fixed.


* 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.

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* 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.



* ''IWannaBeTheGuy''

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* ''IWannaBeTheGuy''''VideoGame/IWannaBeTheGuy''
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* ''Kid Niki: Radical Ninja'' did this in the AppleII version.

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* ''Kid Niki: Radical Ninja'' did this in the AppleII version.and {{Commodore 64}} versions.




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* ''Bagman'' (1982) is one of very few arcade games that did this.
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** 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.



* ''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.

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* ''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.
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* 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.
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** ''VideoGame/{{Castlevania}}''/''Vampire Killer''

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** ''VideoGame/{{Castlevania}}''/''Vampire ''VideoGame/{{Castlevania|1986}}''/''Vampire Killer''
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* ''VideoGame/MetalGear'' and ''MetalGear2: Solid Snake'' on the [=MSX2=] used flip screen scrolling, as did the NES version of ''Metal Gear'' and ''SnakesRevenge''.

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* ''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''.

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