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There is a lot of past-tense on this page. Please do not use it unless the work has completely ceased to exist; see Administrivia.Howto Write An Example.
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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=].
** 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=].
to:
* 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 typicallydivided 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=].
** Sierra's ''VideoGame/QuestForGlory'' series, however,
** Early text adventures typically
* The game version of [[Literature/GreenSkyTrilogy Below The Root]]
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* 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.
** ''[[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.
to:
* 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 scrollingwas 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.
** Thisled 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}}'' gamesdid 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.
** ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''
** The first GameBoy title, ''[[VideoGame/TheLegendOfZeldaLinksAwakening Link's Awakening]]'',
* In ''VideoGame/MegaManClassic'', horizontal scrolling
** This
* ''VideoGame/SuperMarioBros2''
* All of the ''VideoGame/{{Glider}}'' games
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* The UsefulNotes/AmstradCPC oldie ''Mission Elevator'' displayed three floors, and scrolled two floors at a time.
to:
* The UsefulNotes/AmstradCPC oldie ''Mission Elevator'' displayed display three floors, and scrolled scroll two floors at a time.
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* ''VideoGame/MetalGear1987'' and ''VideoGame/MetalGear2SolidSnake'' on the [=MSX2=] used flip screen scrolling, as did the NES version of ''Metal Gear'' and ''VideoGame/SnakesRevenge''.
to:
* ''VideoGame/MetalGear1987'' and ''VideoGame/MetalGear2SolidSnake'' on the [=MSX2=] used use flip screen scrolling, as did the NES version of ''Metal Gear'' and ''VideoGame/SnakesRevenge''.
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* ''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:
* 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:
to:
* ''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 versionsfeatured feature continuous scrolling within sub-levels in the horizontal direction only, but their MSX counterparts used use flip-scrolling exclusively. To name a few:
* With many games that appeared both on the {{MSX}} and the UsefulNotes/NintendoEntertainmentSystem, the NES versions
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** ''Castle Excellent''/''{{Castlequest}}'' (the NES version still flipped between rooms, but rebuilt them all to be wider than the screen)
to:
** ''Castle Excellent''/''{{Castlequest}}'' (the NES version still flipped flips between rooms, but rebuilt rebuilds them all to be wider than the screen)
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* 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.
to:
* 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.
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* ''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.
to:
* ''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.
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* ''Kid Kool'' on the NES had continuous horizontal scrolling, but flipped on vertical transitions.
to:
* ''Kid Kool'' on the NES had has continuous horizontal scrolling, but flipped flips on vertical transitions.
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* ''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.
* ''[[VideoGame/BombJack Mighty Bomb Jack]]'' and ''VideoGame/{{Metroid|1}}'' on the NES were careful to keep horizontal corridors separated from vertical shafts by doors.
to:
* ''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 NESwere are careful to keep horizontal corridors separated from vertical shafts by doors.
* ''[[VideoGame/BombJack Mighty Bomb Jack]]'' and ''VideoGame/{{Metroid|1}}'' on the NES
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* 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.
* ''VideoGame/NazoNoMurasamejo'' had this throughout the game.
to:
* 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.
* ''VideoGame/NazoNoMurasamejo''
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* 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:
to:
* 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:
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* ''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.
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* ''VideoGame/{{Knytt}}'', '' VideoGame/KnyttStories'', and ''VideoGame/KnyttUnderground''. Creator/{{Nifflas}} actually averted this in his abandoned project ''Knytt Experiment''.
to:
* ''VideoGame/{{Knytt}}'', '' VideoGame/KnyttStories'', and ''VideoGame/KnyttUnderground''. Creator/{{Nifflas}} actually averted avert this in his abandoned project ''Knytt Experiment''.
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* ''VideoGame/AlienSyndrome'' (SegaMasterSystem version)
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* ''VideoGame/AlienSyndrome'' (SegaMasterSystem (UsefulNotes/SegaMasterSystem version)
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* ''VideoGame/{{Karoshi}}'' games occasionally feature levels that use flip-screen scrolling to puzzle the players by hiding things BehindTheBlack.
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* ''Montezuma's Revenge''
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* ''Montezuma's Revenge''''VideoGame/MontezumasRevenge''
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* ''VideoGame/SmurfRescueInGargamelsCastle'' and ''Cabbage Patch Kids: Adventures In The Park'', both UsefulNotes/ColecoVision games, use screen-flipping.
to:
* ''VideoGame/SmurfRescueInGargamelsCastle'' and ''Cabbage Patch Kids: Adventures In The Park'', ''VideoGame/CabbagePatchKidsAdventuresInThePark'', both UsefulNotes/ColecoVision games, use screen-flipping.
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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.
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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.
to:
* ''[[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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to:
* ''VideoGame/{{Flashback}}: The Quest For Identity''
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* ''VideoGame/{{Flashback}}: The Quest For Identity''
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* ''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.
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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.
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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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* ''VideoGame/{{Faria}}'' uses this in the tower areas.
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Added DiffLines:
[[quoteright:350:[[VideoGame/CrushPinball http://static.tvtropes.org/pmwiki/pub/images/flip-screen-scrolling_9867.jpg]]]]
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Added DiffLines:
** ''VideoGame/KirbysPinballLand''
** ''VideoGame/MarioPinballLand''
** ''VideoGame/MileHighPinball''
** ''VideoGame/MarioPinballLand''
** ''VideoGame/MileHighPinball''
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** ''VideoGame/TimeCruise''
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** Early text adventures typically divided the world into a grid, with a name and direction 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.
to:
** Early text adventures typically divided the world into a grid, with a name and direction 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.
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None
Added DiffLines:
** Early text adventures typically divided the world into a grid, with a name and direction 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.
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None
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* 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.
to:
* In ''VideoGame/MegaMan'' classic, ''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.
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* ''VideoGame/MagicalDoropie'' had full horizontal scrolling, but flips on vertical transitions, like the ''VideoGame/MegaMan'' clone it is.
to:
* ''VideoGame/MagicalDoropie'' had full horizontal scrolling, but flips on vertical transitions, like the ''VideoGame/MegaMan'' ''VideoGame/MegaManClassic'' clone it is.
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* ''VideoGame/MegaMan 9'' and ''10'' faithfully mimicked the scrolling behavior of their NES predecessors.
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* ''VideoGame/MegaMan 9'' ''VideoGame/MegaMan9'' and ''10'' ''[[VideoGame/MegaMan10 10]]'' faithfully mimicked the scrolling behavior of their NES predecessors.
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* ''VideoGame/{{Adventure}}'', with very confusing warping due to the {{Atari 2600}}'s graphics limitations.
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* ''VideoGame/{{Adventure}}'', with very confusing warping due to the {{Atari UsefulNotes/{{Atari 2600}}'s graphics limitations.
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* ''VideoGame/{{Faxanadu}}''. Averted in the PC88 and {{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 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:
* 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 only, but their MSX counterparts used flip-scrolling exclusively. To name a few:
to:
* ''VideoGame/{{Faxanadu}}''. Averted in the PC88 and {{MSX}}1 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 theNintendoEntertainmentSystem, 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:
* With many games that appeared both on the {{MSX}} and the
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* The AmstradCPC oldie ''Mission Elevator'' displayed three floors, and scrolled two floors at a time.
to:
* The AmstradCPC UsefulNotes/AmstradCPC oldie ''Mission Elevator'' displayed three floors, and scrolled two floors at a time.
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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. The {{MSX}}2 version scrolled at screen boundaries.
to:
* The AmstradCPC 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.
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* ''VideoGame/{{Skweek}}'' uses screen-flipping in the AmstradCPC and IBMPersonalComputer ports.
to:
* ''VideoGame/{{Skweek}}'' uses screen-flipping in the AmstradCPC UsefulNotes/AmstradCPC and IBMPersonalComputer ports.
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* ''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.
to:
* ''Cybernoid'' (originally for the AmstradCPC) UsefulNotes/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.
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Changed line(s) 11,12 (click to see context) from:
Common in games designed for old computers like the {{MSX}} and AppleII which had no special video hardware for scrolling. Even the NintendoEntertainmentSystem only had enough video RAM for scrolling in one direction (though extra VRAM could be put on cartridges), so it wasn't uncommon for NES games to use some flip screen transitions just to avoid the programming complexities of scrolling vertically and horizontally in the same area. More recent games featuring {{Retraux}} themes may purposefully invoke this.
to:
Common in games designed for old computers like the {{MSX}} UsefulNotes/{{MSX}} and AppleII UsefulNotes/AppleII which had no special video hardware for scrolling. Even the NintendoEntertainmentSystem UsefulNotes/NintendoEntertainmentSystem only had enough video RAM for scrolling in one direction (though extra VRAM could be put on cartridges), so it wasn't uncommon for NES games to use some flip screen transitions just to avoid the programming complexities of scrolling vertically and horizontally in the same area. More recent games featuring {{Retraux}} themes may purposefully invoke this.
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* ''VideoGame/KidNikiRadicalNinja'' did this in the AppleII and {{Commodore 64}} versions.
to:
* ''VideoGame/KidNikiRadicalNinja'' did this in the AppleII UsefulNotes/AppleII and {{Commodore UsefulNotes/{{Commodore 64}} versions.
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* ''VideoGame/SmurfRescueInGargamelsCastle'' and ''Cabbage Patch Kids: Adventures In The Park'', both ColecoVision games, use screen-flipping.
to:
* ''VideoGame/SmurfRescueInGargamelsCastle'' and ''Cabbage Patch Kids: Adventures In The Park'', both ColecoVision UsefulNotes/ColecoVision games, use screen-flipping.
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* ''VideoGame/{{Faxanadu}}''. Averted in the PC88 and {{MSX}}1 game it was based on, ''DragonSlayerIIXanadu'', even though those systems lacked scrolling hardware.
to:
* ''VideoGame/{{Faxanadu}}''. Averted in the PC88 and {{MSX}}1 game it was based on, ''DragonSlayerIIXanadu'', ''VideoGame/DragonSlayerIIXanadu'', even though those systems lacked scrolling hardware.
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** ''VideoGame/{{Castlevania|1986}}''/''Vampire Killer''
to:
** ''VideoGame/{{Castlevania|1986}}''/''Vampire ''VideoGame/{{Castlevania|I}}''/''Vampire Killer''
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* ''VideoGame/SmurfRescueInGargamelsCastle'' and ''Cabbage Patch Kids: Adventures In The Park'', both ColecoVision games, use screen-flipping.
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----
!! Early examples
!! Early examples
to:
!! Early
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* The game version of [[GreenSkyTrilogy Below The Root]] encouraged the "edge of the screen" trick to avoid hostile [=NPCs=].
to:
* The game version of [[GreenSkyTrilogy [[Literature/GreenSkyTrilogy Below The Root]] encouraged the "edge of the screen" trick to avoid hostile [=NPCs=].
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** 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.
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** The first Gameboy 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.
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** This led to one ''great'' GoodBadBug in Megaman 3. [[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.
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** This led to one ''great'' GoodBadBug in Megaman 3.''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.
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* ''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. Together with RatchetScrolling as in the NES game, this imposes considerable FakeDifficulty, since the levels (specially redone for this version) make jumping over screen boundaries ridiculously risky.
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* ''Super Mario Bros. Special'', a port of ''VideoGame/SuperMarioBros'' ''VideoGame/SuperMarioBrosSpecial'' for the PC88, PC88 flipped the screen not at the right edge, but a few tiles short from the edge. Together with RatchetScrolling as in the NES game, original, this imposes considerable FakeDifficulty, since the levels (specially redone for this version) make jumping over screen boundaries ridiculously risky.
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!! {{Retraux}} examples
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!! {{Retraux}} examplesexamples:
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* ''HeroCore'' (flip)
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* ''HeroCore'' ''VideoGame/HeroCore'' (flip)
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!! Other examples
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!! Other examplesexamples:
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* ''VideoGame/{{Skweek}}'' uses screen-flipping in the AmstradCPC and IBMPersonalComputer ports.
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* 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 playfields several screens tall. When the ball moved off one screen, Flip Screen Scrolling would be used to show the next one.one:
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** ''VideoGame/RollerBall''
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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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* ''VideoGame/AlienCrush'', like a A lot of early DigitalPinballTables, DigitalPinballTables used playfields several screens tall. When the ball moved off one screen, Flip Screen Scrolling would be used to show the next one.
** The VideoGame/CrushPinball series: ''VideoGame/AlienCrush'', ''VideoGame/DevilsCrush'', and ''VideoGame/JakiCrush''
** ''VideoGame/RevengeOfTheGator''
** The VideoGame/CrushPinball series: ''VideoGame/AlienCrush'', ''VideoGame/DevilsCrush'', and ''VideoGame/JakiCrush''
** ''VideoGame/RevengeOfTheGator''
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* ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'', which takes place in the same world as ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]'' (see above), uses this to help maintain continuity between the two games despite being ''A Link Between Worlds'' being set generations after ''A Link to the Past''.
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* ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'', which takes place in the same world as ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]'' (see above), uses this to help maintain continuity between the two games despite being ''A Link Between Worlds'' being set generations after ''A Link to the Past''.
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* RagnarokOnline is TwoPointFiveD with a top down view MMORPG. Nearly all the maps are rectangles with transfer gates on the edges.
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* RagnarokOnline ''VideoGame/RagnarokOnline'' is TwoPointFiveD with a top down view MMORPG. Nearly all the maps are rectangles with transfer gates on the edges.
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* ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'', which takes place in the same world as ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]'' (see above), uses this to help maintain continuity between the two games despite being ''A Link Between Worlds'' being set generations after ''A Link to the Past''.
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* ''VideoGame/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 avert this with continuous scrolling, but still use 16x16 "acres" for internal purposes such as building placement (never across an acre boundary), {{cap}}ping geometry density (no more than 6 trees per quarter-acre), and so on.
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* ''VideoGame/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 later games avert this with continuous scrolling, but still use 16x16 "acres" for internal purposes such as building placement (never across an acre boundary), {{cap}}ping geometry density (no more than 6 trees per quarter-acre), and so on.
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** This led to one ''great'' GoodBadBug in Megaman 3. [[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.
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** All of the side-scrolling Metroid games keep the scroll effect every time you go through a door for the [[TheArtifact sake of nostalgia.]]
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* ''VideoGame/CatPlanet''