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** The above also applies to all VideoGame/{{Sonic the Hedgehog}} games to date. Although, in the [=2D=] games at least, it's played straight if you're standing still, or moving very slowly, or if you are forced to by springs (sometimes the two close together facing each other).
*** In ''VideoGame/SonicUnleashed'', Sonic the Werehog not only does a full turning-around animation, but needs extra space for him to turn around in. This can result in some unintentional deaths if the player chooses to turn Sonic around when he's standing near a ledge he can't grab.
*** In ''VideoGame/SonicUnleashed'', Sonic the Werehog not only does a full turning-around animation, but needs extra space for him to turn around in. This can result in some unintentional deaths if the player chooses to turn Sonic around when he's standing near a ledge he can't grab.
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* The above also applies to all Franchise/{{Sonic the Hedgehog}} games to date. Although, in the [=2D=] games at least, it's played straight if you're standing still, or moving very slowly, or if you are forced to by springs (sometimes the two close together facing each other).
** In ''VideoGame/SonicUnleashed'', Sonic the Werehog not only does a full turning-around animation, but needs extra space for him to turn around in. This can result in some unintentional deaths if the player chooses to turn Sonic around when he's standing near a ledge he can't grab.
** In ''VideoGame/SonicUnleashed'', Sonic the Werehog not only does a full turning-around animation, but needs extra space for him to turn around in. This can result in some unintentional deaths if the player chooses to turn Sonic around when he's standing near a ledge he can't grab.
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* The {{UsefulNotes/GBA}} ''Franchise/{{Metroid}}'' games avert this.
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* The {{UsefulNotes/GBA}} {{Platform/GBA}} ''Franchise/{{Metroid}}'' games avert this.
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** Played straight for Mr. Game & Watch for [[UsefulNotes/GameAndWatch obvious reasons]]. Although it becomes averted when he's wielding a hammer in ''Melee'' as he can actually be seen slowly turning, likely due to a graphical oversight. This was fixed in subsequent games.
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** Played straight for Mr. Game & Watch for [[UsefulNotes/GameAndWatch [[Platform/GameAndWatch obvious reasons]]. Although it becomes averted when he's wielding a hammer in ''Melee'' as he can actually be seen slowly turning, likely due to a graphical oversight. This was fixed in subsequent games.
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* The UsefulNotes/ZXSpectrum game ''Zub'' has a [[http://www.zee-3.com/pickfordbros/archive/view.php?post=101 three-frame turnaround animation]] that was added to justify the AmbidextrousSprite.
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* The UsefulNotes/ZXSpectrum Platform/ZXSpectrum game ''Zub'' has a [[http://www.zee-3.com/pickfordbros/archive/view.php?post=101 three-frame turnaround animation]] that was added to justify the AmbidextrousSprite.
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* In ''VideoGame/PizzaTower'', Peppino instantly starts moving in the opposite direction when you press the opposite arrow key when he's walking at a moderate pace. Averted while running at mach 2 or higher, as Peppino takes a moment to turn around while running.
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* The Eliminator mode in ''VideoGame/{{Wipeout}}'' (or "Combat" in ''Wipeout 2048'') allows combatants to flip 180 degrees near-instantaneously to more easily attack those behind them. It makes sense, seeing as in Eliminator, the track is less of a track and more of a ring-shaped arena.
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* The Eliminator mode in ''VideoGame/{{Wipeout}}'' ''[[VideoGame/{{Wipeout}} Wipeout HD]]'' (or "Combat" in ''Wipeout 2048'') allows combatants to flip 180 degrees near-instantaneously to more easily attack those behind them. It makes sense, seeing as in Eliminator, the track is less of a track and more of a ring-shaped arena.
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added Wipeout
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[[folder: Beat Em Up]]
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[[folder: Beat Em Up]]Ups]]
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[[folder: Racing Games]]
* The Eliminator mode in ''VideoGame/{{Wipeout}}'' (or "Combat" in ''Wipeout 2048'') allows combatants to flip 180 degrees near-instantaneously to more easily attack those behind them. It makes sense, seeing as in Eliminator, the track is less of a track and more of a ring-shaped arena.
[[/folder]]
* The Eliminator mode in ''VideoGame/{{Wipeout}}'' (or "Combat" in ''Wipeout 2048'') allows combatants to flip 180 degrees near-instantaneously to more easily attack those behind them. It makes sense, seeing as in Eliminator, the track is less of a track and more of a ring-shaped arena.
[[/folder]]
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* Averted in ''{{VideoGame/Steambirds}}'', where turning takes up an entire turn. Some planes have an ability to pull a 180 during their move, allowing them to suddenly spray a pursuing enemy.
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* Gene can flip around instantly in ''VideoGame/GodHand'' - which is good, because you're often surrounded. Notably, he does so by jumping in place and turning in midair.
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* Gene can flip around instantly very quickly (but not quite instantly) in ''VideoGame/GodHand'' with a dedicated button - which is good, because you're often surrounded. Notably, he does so by jumping in place surrounded and turning in midair.TankControls makes it harders to turn around and bolt out.
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* In all VideoGame/{{Mario}} games, 2D or 3D, if you move in one direction and quickly slam the Control Stick in the opposite direction, Mario will skid a little; Luigi tends to skid more.
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* In all VideoGame/{{Mario}} Franchise/SuperMarioBros games, 2D or 3D, if you move in one direction and quickly slam the Control Stick in the opposite direction, Mario will skid a little; Luigi tends to skid more.
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And by.
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Obviously not TruthInTelevision...unless you count the spin of an elementary particle, which ''can'' instantly rotate by 180 degrees [[QuantumMechanicsCanDoAnything (for quantum values of instantly, rotate, 180 and degrees)]].
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Elder Scrolls cleanup
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* ''VideoGame/TheElderScrollsIIDaggerfall'' mobile [=NPCs=] and monsters displayed their sprites from various angles. As programmed, this allowed them to turn around and turn corners. In practice, they always ran right at the PC against corners and walls and, depending on the speed of the computer, appeared to turn around instantaneously when approached from behind.
** They do instant turns in ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' and ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', too. Since everything is 3D, they should be able to at least rotate gradually, but often they don't.
** They do instant turns in ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' and ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', too. Since everything is 3D, they should be able to at least rotate gradually, but often they don't.
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* ''VideoGame/TheElderScrollsIIDaggerfall'' ''Franchise/TheElderScrolls'':
** ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]''[='s=] mobile [=NPCs=] and monstersdisplayed display their sprites from various angles. As programmed, this allowed allows them to turn around and turn corners. In practice, they always ran run right at the PC against corners and walls and, depending on the speed of the computer, appeared appear to turn around instantaneously when approached from behind.
**They do instant turns in Despite being 3D games, ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' and ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', too. Since everything is 3D, they should be able to at least rotate gradually, but often they don't.Oblivion]]'' still contain instances where AI controlled characters will do this.
** ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]''[='s=] mobile [=NPCs=] and monsters
**
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* The ''{{Wild ARMs}}'' games were notable for averting this; despite being sprites, turning in various directions will use animation.
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* The ''{{Wild ARMs}}'' ''VideoGame/WildArms'' games were notable for averting this; despite being sprites, turning in various directions will use animation.
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* Players and [=NPCs=] can ''generally'' do this in ''WorldOfWarcraft'', so it is really obvious in the few situations where they can't. Several vehicles, such as vehicles on the Flame Leviathan encounter and mounts at the Argent Tournament, have a nonzero turning radius and time. It's generally the same as or close to the radius and time it would take for a player to turn if they used arrow keys, except that it can't be avoided by using the mouse.
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* Players and [=NPCs=] can ''generally'' do this in ''WorldOfWarcraft'', ''VideoGame/WorldOfWarcraft'', so it is really obvious in the few situations where they can't. Several vehicles, such as vehicles on the Flame Leviathan encounter and mounts at the Argent Tournament, have a nonzero turning radius and time. It's generally the same as or close to the radius and time it would take for a player to turn if they used arrow keys, except that it can't be avoided by using the mouse.
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* [[EccoTheDolphin Ecco]] would always turn towards the camera as he switched between going left and going right.
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* [[EccoTheDolphin [[VideoGame/EccoTheDolphin Ecco]] would always turn towards the camera as he switched between going left and going right.
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* Present in all ''Franchise/FinalFantasy'' games up until ''VideoGame/FinalFantasyXIII'', where characters turn realistically.
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** Played straight for Mr. Game & Watch for [[VideoGame/GameAndWatch obvious reasons]]. Although it becomes averted when he's wielding a hammer in ''Melee'' as he can actually be seen slowly turning, likely due to a graphical oversight. This was fixed in subsequent games.
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** Played straight for Mr. Game & Watch for [[VideoGame/GameAndWatch [[UsefulNotes/GameAndWatch obvious reasons]]. Although it becomes averted when he's wielding a hammer in ''Melee'' as he can actually be seen slowly turning, likely due to a graphical oversight. This was fixed in subsequent games.
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* In the ''VideoGame/StarTrekStarfleetCommand'' series, this is a tactical maneuver called a "High Energy Turn". The downside is that using it can damage a ship and even cause it to suffer a breakdown, leaving it helpless for several seconds. Typically, the larger ships are more prone to malfunctions when performing this maneuver.
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* The [[GameBoyAdvance GBA]] ''Franchise/{{Metroid}}'' games avert this.
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* The [[GameBoyAdvance GBA]] {{UsefulNotes/GBA}} ''Franchise/{{Metroid}}'' games avert this.