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* The level called Kinder Surprise in ''VideoGame/{{Something}}'' uses this particular gimmick. It makes dodging the Kinder Surprise eggs much harder. Also, Mario can take the wrong path at some points, but fortunately the are reset doors available.
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Easily becomes a form of FakeDifficulty, especially when the screen is ratcheted vertically, where any platforms that disappear even a few pixels off the screen edge may leave {{Bottomless Pit}}s in their wake, in defiance of all logic.
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Many players remember accidentally finishing themselves by falling past the bottom of the screen in the underworld.
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** ''VideoGame/NewSuperMarioBros'' has "Challenge Mode". On side-scrolling levels it enables this, on vertical-scrolling levels it becomes an ''IceClimber''-style RiseToTheChallenge.
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** ''VideoGame/NewSuperMarioBros'' has "Challenge Mode". On side-scrolling levels it enables this, on vertical-scrolling levels it becomes an ''IceClimber''-style ''IceClimber'' or ''KidIcarus''-style RiseToTheChallenge.
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** The older ''Franchise/{{Castlevanias}} employed this as well. This gimmick didn't leave until ''VideoGame/CastlevaniaSymphonyOfTheNight''.
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** The older ''Franchise/{{Castlevanias}} ''Franchise/{{Castlevania}}'' games employed this as well. This gimmick didn't leave until ''VideoGame/CastlevaniaSymphonyOfTheNight''.
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->''Think you're the good guy?\\
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-->'''Rob Balder''' as [[Franchise/SuperMarioBros Bowser]], ''[[{{Videogame/Portal}} Still Annoyed -]] [[http://www.youtube.com/watch?v=5MQ9wSfuFPI The Bowser Song]]''
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* ''SuperCastlevaniaIV'' has vertical ratchet scrolling, making for a few obnoxious challenges if you jump to an area and it ratchets due to overjumping.
** The older Castlevanias employed this as well. This gimmick didn't leave until CastlevaniaSymphonyOfTheNight
* ''Mega Man X'' In Mega Man X6, in Metal Shark Player's level, the second section has you ratcheted, in contrast to the rest of the game (note that if taking the "alternate" second section, it will be auto-scrolling instead.)
** The older Castlevanias employed this as well. This gimmick didn't leave until CastlevaniaSymphonyOfTheNight
* ''Mega Man X'' In Mega Man X6, in Metal Shark Player's level, the second section has you ratcheted, in contrast to the rest of the game (note that if taking the "alternate" second section, it will be auto-scrolling instead.)
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* ''SuperCastlevaniaIV'' ''VideoGame/SuperCastlevaniaIV'' has vertical ratchet scrolling, making for a few obnoxious challenges if you jump to an area and it ratchets due to overjumping.
** The olderCastlevanias ''Franchise/{{Castlevanias}} employed this as well. This gimmick didn't leave until CastlevaniaSymphonyOfTheNight
''VideoGame/CastlevaniaSymphonyOfTheNight''.
*''Mega Man X'' In Mega Man X6, in Metal Shark Player's level, level of ''VideoGame/MegaManX6'', the second section has you ratcheted, in contrast to the rest of the game (note that if taking the "alternate" second section, it will be auto-scrolling instead.)
** The older
*
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* The ''VideoGame/SuperMarioWorld'' GameMod Hammer Brother Demo 3 has this. Unfortunately, it sucks as a result, because you have to go left or backwards at certain points, making it extremely easy to get stuck at random.
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* The platforming stages of ''VideoGame/AlexKidd: High-Tech World''. (Other stages ''require'' backtracking.)
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-->'''Rob Balder''' as [[SuperMarioBros Bowser]], ''[[{{Videogame/Portal}} Still Annoyed -]] [[http://www.youtube.com/watch?v=5MQ9wSfuFPI The Bowser Song]]''
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-->'''Rob Balder''' as [[SuperMarioBros [[Franchise/SuperMarioBros Bowser]], ''[[{{Videogame/Portal}} Still Annoyed -]] [[http://www.youtube.com/watch?v=5MQ9wSfuFPI The Bowser Song]]''
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* Done in the VideoMode of ''Pinball/DoctorWho'', done similarly to the ''Mario'' example above.
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->''Think you're the good guy?\\
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->''Think you're the good guy?\\
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[[AC:ActionGame]]
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[[folder: Action Game ]]
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[[AC:ArcadeGame]]
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[[folder: Arcade Game ]]
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[[AC:PlatformGame]]
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[[folder: Platform Game ]]
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[[AC:ShootEmUp]]
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[[folder: Shoot Em Up ]]
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[[AC:SimulationGame]]
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[[folder: Simulation Game ]]
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[[AC:{{Pinball}}]]
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[[folder: Pinball ]]
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----
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[[AC:{{Pinball}}]]
* Done in the VideoMode for Gottlieb's ''Pinball/SuperMarioBros'', which features a simplified ''Super Mario Bros.'' video game.
* The VideoMode for ''Harley Davidson: Third Edition'' has an isometric scrolling road that only goes forward.
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* [[spoiler:The [[TimedMission escape from Wily's castle]]]] in ''VideoGame/Rockman4MinusInfinity'' uses this, though granted there's no reason for backtracking anyway.
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** The older Castlevanias employed this as well. This gimmick didn't leave until CastlevaniaSymphonyOfTheNight
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Doesn\'t really seem like there\'s enough examples here to make sorting necessary, but this page was on Pages Needing Example Sorting.
[[AC:ActionGame]]
* ''VideoGame/{{Battletoads}}'' for the GameBoy, NES, etc. However, some levels were free-scrolling.
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* The original ''VideoGame/SuperMarioBros.'', the ''[[VideoGame/SuperMarioBrosTheLostLevels Lost Levels]]'' MissionPackSequel, and ''VideoGame/SuperMarioLand''. The way the levels were compressed required this.
** ''VideoGame/NewSuperMarioBros'' has "Challenge Mode". On side-scrolling levels it enables this, on vertical-scrolling levels it becomes an ''IceClimber''-style RiseToTheChallenge.
** The ''Deluxe'' port of the original game lets you backtrack to a certain extent, because the game is pixel-for-pixel and the Game Boy screen is smaller than the NES output screen.
* Usually averted in the ''{{Sonic the Hedgehog}}'' games, but the Master System version of the first game has Bridge Zone Act 2 and Jungle Zone Act 2; the former automatically scrolls right and the latter doesn't scroll down.
** The latter is thankfully averted in the {{Game Gear}} version.
* ''Syobon Action'' abuses it to [[PlatformHell torment the player]].
* ''Ninja Commando'' is a ShootEmUp that does this.
* ''VideoGame/{{Battletoads}}'' for the GameBoy, NES, etc. However, some levels were free-scrolling.
* ''[[RenAndStimpy Ren & Stimpy: Space Cadet Adventures]]''
* The original ''VideoGame/{{Glider}}'' had this.
** ''VideoGame/NewSuperMarioBros'' has "Challenge Mode". On side-scrolling levels it enables this, on vertical-scrolling levels it becomes an ''IceClimber''-style RiseToTheChallenge.
** The ''Deluxe'' port of the original game lets you backtrack to a certain extent, because the game is pixel-for-pixel and the Game Boy screen is smaller than the NES output screen.
* Usually averted in the ''{{Sonic the Hedgehog}}'' games, but the Master System version of the first game has Bridge Zone Act 2 and Jungle Zone Act 2; the former automatically scrolls right and the latter doesn't scroll down.
** The latter is thankfully averted in the {{Game Gear}} version.
* ''Syobon Action'' abuses it to [[PlatformHell torment the player]].
* ''Ninja Commando'' is a ShootEmUp that does this.
* ''VideoGame/{{Battletoads}}'' for the GameBoy, NES, etc. However, some levels were free-scrolling.
* ''[[RenAndStimpy Ren & Stimpy: Space Cadet Adventures]]''
* The original ''VideoGame/{{Glider}}'' had this.
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* [[GameMaker Shoot 'em up Construction Kit]].
* A ''VideoGame/LittleBigPlanet'' level entitled "When things don't go right, go left" is effectively a basic platformer, apart from the fact you scrolled ''left''.
* Walking your dog in {{Nintendogs}} does this.
* Pretty much all ''VideoGame/{{Action 52}}'' side scrollers. Can get you stuck in an {{Unwinnable}} situation, as in ''Dam Busters'' and ''Non Human''.
* The Kaizo Mario inspired level of ''{{Pickory}}'' will only scroll to the right, but you can backtrack up to half a screen. One trap can only be avoided by exploiting the scrolling and the fact that anything that goes off the left side of the screen is destroyed.
* ''VideoGame/AdventureIsland I'' and ''III'' feature this. ''II'' has arbitrary points after which the screen couldn't scroll backwards anymore, but otherwise scrolling is two-directional. ''III'' has two-directional ''vertical'' scrolling and the only time there was two-directional horizontal scrolling was in stage 2-6.
* ''VideoGame/KidIcarus'' is notorious for its vertical ratchet scrolling - if you fall (and don't have a feather) you die instantly and have to repeat the level. Even if there was a platform just off the screen. Your little wings are no good for flying. This was removed in the sequel, ''Of Myths and Monsters''.
** ''SuperCastlevaniaIV'' has this also, making for a few obnoxious challenges, if you jump to an area and it ratchets due to overjumping.
* ''Layla'' for the NES, which can lead to some {{unwinnable}} situations.
* ''Kid Kool'', obviously modeled on the example of ''Super Mario Bros.'', disallowed going backwards. Its SpiritualSuccessor ''VideoGame/PsychoFox'' followed suit.
* A ''VideoGame/LittleBigPlanet'' level entitled "When things don't go right, go left" is effectively a basic platformer, apart from the fact you scrolled ''left''.
* Walking your dog in {{Nintendogs}} does this.
* Pretty much all ''VideoGame/{{Action 52}}'' side scrollers. Can get you stuck in an {{Unwinnable}} situation, as in ''Dam Busters'' and ''Non Human''.
* The Kaizo Mario inspired level of ''{{Pickory}}'' will only scroll to the right, but you can backtrack up to half a screen. One trap can only be avoided by exploiting the scrolling and the fact that anything that goes off the left side of the screen is destroyed.
* ''VideoGame/AdventureIsland I'' and ''III'' feature this. ''II'' has arbitrary points after which the screen couldn't scroll backwards anymore, but otherwise scrolling is two-directional. ''III'' has two-directional ''vertical'' scrolling and the only time there was two-directional horizontal scrolling was in stage 2-6.
* ''VideoGame/KidIcarus'' is notorious for its vertical ratchet scrolling - if you fall (and don't have a feather) you die instantly and have to repeat the level. Even if there was a platform just off the screen. Your little wings are no good for flying. This was removed in the sequel, ''Of Myths and Monsters''.
** ''SuperCastlevaniaIV'' has this also, making for a few obnoxious challenges, if you jump to an area and it ratchets due to overjumping.
* ''Layla'' for the NES, which can lead to some {{unwinnable}} situations.
* ''Kid Kool'', obviously modeled on the example of ''Super Mario Bros.'', disallowed going backwards. Its SpiritualSuccessor ''VideoGame/PsychoFox'' followed suit.
to:
* [[GameMaker Shoot 'em up Construction Kit]].
* A ''VideoGame/LittleBigPlanet'' level entitled "When things don't go right, go left" is effectively a basic platformer, apart from the fact you scrolled ''left''.
* Walking your dog in {{Nintendogs}} does this.
* Pretty much all ''VideoGame/{{Action 52}}'' side scrollers. Can get you stuck in an {{Unwinnable}} situation, as in ''Dam Busters'' and ''Non Human''.
* The Kaizo Mario inspired level of ''{{Pickory}}'' will only scroll to the right, but you can backtrack up to half a screen. One trap can only be avoided by exploiting the scrolling and the fact that anything that goes off the left side of the screen is destroyed.
* ''VideoGame/AdventureIsland I'' and ''III'' feature this. ''II'' has arbitrary points after which the screen couldn't scroll backwards anymore, but otherwise scrolling is two-directional. ''III'' has two-directional ''vertical'' scrolling and the only time there was two-directional horizontal scrolling was in stage 2-6.
* ''VideoGame/KidIcarus'' is notorious for its vertical ratchet scrolling - if you fall (and don't have a feather) you die instantly and have to repeat the level. Even if there was a platform just off the screen. Your little wings are no good for flying. This was removed in the sequel, ''Of Myths and Monsters''.
**''SuperCastlevaniaIV'' has this also, vertical ratchet scrolling, making for a few obnoxious challenges, challenges if you jump to an area and it ratchets due to overjumping.
* ''Layla'' for the NES, which can lead to some {{unwinnable}} situations.
* ''Kid Kool'', obviously modeled on the example of ''Super Mario Bros.'', disallowed going backwards. Its SpiritualSuccessor ''VideoGame/PsychoFox'' followed suit.overjumping.
* A ''VideoGame/LittleBigPlanet'' level entitled "When things don't go right, go left" is effectively a basic platformer, apart from the fact you scrolled ''left''.
* Walking your dog in {{Nintendogs}} does this.
* Pretty much all ''VideoGame/{{Action 52}}'' side scrollers. Can get you stuck in an {{Unwinnable}} situation, as in ''Dam Busters'' and ''Non Human''.
* The Kaizo Mario inspired level of ''{{Pickory}}'' will only scroll to the right, but you can backtrack up to half a screen. One trap can only be avoided by exploiting the scrolling and the fact that anything that goes off the left side of the screen is destroyed.
* ''VideoGame/AdventureIsland I'' and ''III'' feature this. ''II'' has arbitrary points after which the screen couldn't scroll backwards anymore, but otherwise scrolling is two-directional. ''III'' has two-directional ''vertical'' scrolling and the only time there was two-directional horizontal scrolling was in stage 2-6.
* ''VideoGame/KidIcarus'' is notorious for its vertical ratchet scrolling - if you fall (and don't have a feather) you die instantly and have to repeat the level. Even if there was a platform just off the screen. Your little wings are no good for flying. This was removed in the sequel, ''Of Myths and Monsters''.
**
* ''Layla'' for the NES, which can lead to some {{unwinnable}} situations.
* ''Kid Kool'', obviously modeled on the example of ''Super Mario Bros.'', disallowed going backwards. Its SpiritualSuccessor ''VideoGame/PsychoFox'' followed suit.
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[[AC:ArcadeGame]]
* The original ''VideoGame/{{Glider}}'' had this.
* Pretty much all ''VideoGame/{{Action 52}}'' side scrollers. Can get you stuck in an {{Unwinnable}} situation, as in ''Dam Busters'' and ''Non Human''.
[[AC:PlatformGame]]
* ''Franchise/SuperMarioBros''
** The original ''VideoGame/SuperMarioBros.'', the ''[[VideoGame/SuperMarioBrosTheLostLevels Lost Levels]]'' MissionPackSequel, and ''VideoGame/SuperMarioLand''. The way the levels were compressed required this.
** ''VideoGame/NewSuperMarioBros'' has "Challenge Mode". On side-scrolling levels it enables this, on vertical-scrolling levels it becomes an ''IceClimber''-style RiseToTheChallenge.
** The ''Deluxe'' port of the original game lets you backtrack to a certain extent, because the game is pixel-for-pixel and the Game Boy screen is smaller than the NES output screen.
* Usually averted in the ''{{Sonic the Hedgehog}}'' games, but the Master System version of the first game has Bridge Zone Act 2 and Jungle Zone Act 2; the former automatically scrolls right and the latter doesn't scroll down. The latter is thankfully averted in the {{Game Gear}} version.
* ''Syobon Action'' abuses it to [[PlatformHell torment the player]].
* ''[[RenAndStimpy Ren & Stimpy: Space Cadet Adventures]]''
* A ''VideoGame/LittleBigPlanet'' level entitled "When things don't go right, go left" is effectively a basic platformer, apart from the fact you scrolled ''left''.
* The Kaizo Mario inspired level of ''{{Pickory}}'' will only scroll to the right, but you can backtrack up to half a screen. One trap can only be avoided by exploiting the scrolling and the fact that anything that goes off the left side of the screen is destroyed.
* ''VideoGame/AdventureIsland I'' and ''III'' feature this. ''II'' has arbitrary points after which the screen couldn't scroll backwards anymore, but otherwise scrolling is two-directional. ''III'' has two-directional ''vertical'' scrolling and the only time there was two-directional horizontal scrolling was in stage 2-6.
* ''Kid Kool'', obviously modeled on the example of ''Super Mario Bros.'', disallowed going backwards. Its SpiritualSuccessor ''VideoGame/PsychoFox'' followed suit.
* ''VideoGame/KidIcarus'' is notorious for its vertical ratchet scrolling - if you fall (and don't have a feather) you die instantly and have to repeat the level. Even if there was a platform just off the screen. Your little wings are no good for flying. This was removed in the sequel, ''Of Myths and Monsters''.
[[AC:ShootEmUp]]
* ''Ninja Commando'' is a ShootEmUp that does this.
* [[GameMaker Shoot 'em up Construction Kit]].
[[AC:SimulationGame]]
* Walking your dog in {{Nintendogs}} does this.
----
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* ''Kid Kool'', obviously modeled on the example of ''Super Mario Bros.'', disallowed going backwards. Its SpiritualSuccessor ''Psycho Fox'' followed suit.
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* ''Kid Kool'', obviously modeled on the example of ''Super Mario Bros.'', disallowed going backwards. Its SpiritualSuccessor ''Psycho Fox'' ''VideoGame/PsychoFox'' followed suit.
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* ''Mega Man X'' In Mega Man X6, in Metal Shark Player's level, the second section has you ratcheted, in contrast to the rest of the game (note that if taking the "atlernate" second section, it will be auto-scrolling instead.)
to:
* ''Mega Man X'' In Mega Man X6, in Metal Shark Player's level, the second section has you ratcheted, in contrast to the rest of the game (note that if taking the "atlernate" "alternate" second section, it will be auto-scrolling instead.)
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This isn\'t an example of the camera scrolling, it\'s of a lack of player mobility.
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* {{Played with}} in ''BunnyMustDie''. You start out unable to move to the right '''at all''', [[YouHaveResearchedBreathing but the first available power-up gives you this ability]]. [[SelfImposedChallenge It's still possible to clear the game without it, though]].
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* The original ''{{Glider}}'' had this.
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* The original ''{{Glider}}'' ''VideoGame/{{Glider}}'' had this.
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* An Upward example appears in the infamous ''"Jungle Zone Act 2"'' in the 8-bit Master System version of ''[[Videogame/SonicTheHedgehog Sonic the Hedgehog]]''.
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* An Upward example appears Usually averted in the infamous ''"Jungle Zone Act 2"'' in ''{{Sonic the 8-bit Hedgehog}}'' games, but the Master System version of ''[[Videogame/SonicTheHedgehog Sonic the Hedgehog]]''.first game has Bridge Zone Act 2 and Jungle Zone Act 2; the former automatically scrolls right and the latter doesn't scroll down.
** The latter is thankfully averted in the {{Game Gear}} version.
** The latter is thankfully averted in the {{Game Gear}} version.
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** '''SuperCastlevaniaIV'' has this also, making for a few obnoxious challenges, if you jump to an area and it ratchets due to overjumping.
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** '''SuperCastlevaniaIV'' ''SuperCastlevaniaIV'' has this also, making for a few obnoxious challenges, if you jump to an area and it ratchets due to overjumping.
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** '''SuperCastlevaniaIV'' has this also, making for a few obnoxious challenges, if you jump to an area and it ratchets due to overjumping.
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* ''VideoGame/KidIcarus'' is notorious for its vertical ratchet scrolling - if you fall (and don't have a feather) you die instantly and have to repeat the level. Even if there was a platform just off the screen. Your little wings are no good for flying.
to:
* ''VideoGame/KidIcarus'' is notorious for its vertical ratchet scrolling - if you fall (and don't have a feather) you die instantly and have to repeat the level. Even if there was a platform just off the screen. Your little wings are no good for flying. This was removed in the sequel, ''Of Myths and Monsters''.
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Lesser versions may allow the player some degree of backtracking, but only to a certain distance or recent checkpoints.
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Lesser versions may allow the player some degree of backtracking, but only to a certain distance or recent checkpoints.
checkpoints, while the most extreme versions will keep your character near the left edge of the screen, giving them very little room to move around without ratcheting the screen further.
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* Walking your dog in {{Nintendogs}} does this.
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Mega Man X6 has an example of this, in Metal Shark Player\'s level
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* ''Mega Man X'' In Mega Man X6, in Metal Shark Player's level, the second section has you ratcheted, in contrast to the rest of the game (note that if taking the "atlernate" second section, it will be auto-scrolling instead.)
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In a video game, RatchetScrolling occurs when the game screen only scrolls in only one direction and prevents the player from backtracking.
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In a video game, RatchetScrolling occurs when the game screen only scrolls in only one direction and prevents the player from backtracking.
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* The infamous ''"Jungle Zone Act 2"'' in the 8-bit version of ''[[Videogame/SonicTheHedgehog Sonic the Hedgehog]]''
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* The An Upward example appears in the infamous ''"Jungle Zone Act 2"'' in the 8-bit Master System version of ''[[Videogame/SonicTheHedgehog Sonic the Hedgehog]]''Hedgehog]]''.
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Oops.
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* The infamous ''"Jungle Zone Act 2"'' in the 8-bit version of ''[[Videogame/SonicTheHedgehog]]''
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* The infamous ''"Jungle Zone Act 2"'' in the 8-bit version of ''[[Videogame/SonicTheHedgehog]]''''[[Videogame/SonicTheHedgehog Sonic the Hedgehog]]''
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* The infamous ''"Jungle Zone Act 2"'' in the 8-bit version of ''[[Videogame/SonicTheHedgehog]]''
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* ''Kick Master'' doesn't let you go backward; while it's a largely linear game, there are many hidden items that can be missed.
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* All Nintendo-era ''{{Contra}}'' games featured both varieties of this. Not funny when in a [[RiseToTheChallenge vertical shaft]], and [[BottomlessPit you fell off the platforms]]...
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* All Nintendo-era ''{{Contra}}'' ''VideoGame/{{Contra}}'' games featured both varieties of this. Not funny when in a [[RiseToTheChallenge vertical shaft]], and [[BottomlessPit you fell off the platforms]]...
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* A {{LittleBigPlanet}} level entitled "When things don't go right, go left" is effectively a basic platformer, apart from the fact you scrolled ''left''.
* Pretty much all ''{{Action 52}}'' side scrollers. Can get you stuck in an {{Unwinnable}} situation, as in ''Dam Busters'' and ''Non Human''.
* Pretty much all ''{{Action 52}}'' side scrollers. Can get you stuck in an {{Unwinnable}} situation, as in ''Dam Busters'' and ''Non Human''.
to:
* A {{LittleBigPlanet}} ''VideoGame/LittleBigPlanet'' level entitled "When things don't go right, go left" is effectively a basic platformer, apart from the fact you scrolled ''left''.
* Pretty much all''{{Action ''VideoGame/{{Action 52}}'' side scrollers. Can get you stuck in an {{Unwinnable}} situation, as in ''Dam Busters'' and ''Non Human''.
* Pretty much all
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* ''AdventureIsland I'' and ''III'' feature this. ''II'' has arbitrary points after which the screen couldn't scroll backwards anymore, but otherwise scrolling is two-directional.
* ''KidIcarus'' is notorious for its vertical ratchet scrolling - if you fall (and don't have a feather) you die instantly and have to repeat the level. Even if there was a platform just off the screen. Your little wings are no good for flying.
* ''KidIcarus'' is notorious for its vertical ratchet scrolling - if you fall (and don't have a feather) you die instantly and have to repeat the level. Even if there was a platform just off the screen. Your little wings are no good for flying.
to:
* ''AdventureIsland ''VideoGame/AdventureIsland I'' and ''III'' feature this. ''II'' has arbitrary points after which the screen couldn't scroll backwards anymore, but otherwise scrolling is two-directional.
two-directional. ''III'' has two-directional ''vertical'' scrolling and the only time there was two-directional horizontal scrolling was in stage 2-6.
*''KidIcarus'' ''VideoGame/KidIcarus'' is notorious for its vertical ratchet scrolling - if you fall (and don't have a feather) you die instantly and have to repeat the level. Even if there was a platform just off the screen. Your little wings are no good for flying.
*