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* ''VideoGame/RadRodgers'' is a 2D game that's rendered in 3D.


* ''VideoGame/GuiltyGear Isuka'' features a "line change" system. Now imagine the sheer insanity resulting from a 4-man free-for-all in the already fantastically bizarre ''GG'' verse.
* For another ''Guilty Gear'' example, ''Xrd'' combines this with cel shading, deliberate recreations of [[AmbidextrousSprite certain sprite-based issues]], and animation done so well, you'd almost think that it was 2D like the rest of the series.

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* ''VideoGame/GuiltyGear Isuka'' ''VideoGame/GuiltyGear'':
** ''Isuka''
features a "line change" system. Now imagine the sheer insanity resulting from a 4-man free-for-all in the already fantastically bizarre ''GG'' verse.
* ** For another ''Guilty Gear'' example, ''Xrd'' combines this with cel shading, deliberate recreations of [[AmbidextrousSprite certain sprite-based issues]], and animation done so well, you'd almost think that it was 2D like the rest of the series.series. This continues in ''Strive'' where [[Creator/ArcSystemWorks ASW]] have utilized the high capabilities Unreal Engine 4.

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* ''VideoGame/KeepOut'': The game is presented in 3D, but [[PlayerCharacter Mr. M]] moves in 2D. This means he can be attacked from any direction.

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* ''VideoGame/SenseACyberpunkGhostStory'' is a SurvivalHorror game inspired by classics such as ''VideoGame/ClockTower1995'', leading to its focus on horizontal movement with some depth/height instead of fully three-dimensional environments.

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** ''VisualNovel/Danganronpa2GoodbyeDespair'' continues this, even lampshading it by using 2.5D in a few places where 3D would normally be expected, such as the 2.5D Headphones.


Let's not dwell on the confusing terms that are sure to arise for 2½D games on the UsefulNotes/Nintendo3DS....

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Let's not dwell on the confusing terms that are sure to arise for 2½D games on the UsefulNotes/Nintendo3DS....
UsefulNotes/Nintendo3DS...


* ''VideoGame/SuperMarioWorld'' had, in various castle levels, fenced grates that Mario (and Koopa Troopers) could climb and switch from the back to the front.

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* ''VideoGame/SuperMarioWorld'' had, in various castle levels, fenced grates that Mario (and Koopa Troopers) Troopas) could climb and switch from the back to the front.


** ''VideoGame/PokemonDiamondAndPearl'' is 2.5D; the player walks around in a two-dimensional grid based world, but structures around the player change perspective as (s)he moves around. Stuff like buildings and terrain are 3d, but the characters and most objects used flat sprites. The battles are still full 2d.
** ''VideoGame/PokemonBlackAndWhite'' is also grid-based, but has a couples of areas that use a dynamic camera, by contrast with the (mostly) fixed camera from previous games.

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** ''VideoGame/PokemonDiamondAndPearl'' is 2.5D; the player walks around in a two-dimensional grid based world, but structures around the player change perspective as (s)he moves around. Stuff like buildings and terrain are 3d, 3D, but the characters and most objects used flat sprites. The battles are still full 2d.
2D.
** ''VideoGame/PokemonBlackAndWhite'' is also grid-based, but has a couples of areas that use a dynamic camera, where the camera shifts or rotates, by contrast with the (mostly) fixed camera from previous games.


** ''VideoGame/PokemonDiamondAndPearl'', despite being nicknamed the "3D Generation" of the main series, is 2.5D; the player walks around in a two-dimensional grid based world, but structures around the player change perspective as (s)he moves around. The one exception to this dynamic is the Distortion World in ''Pokémon Platinum''.
** ''VideoGame/PokemonBlackAndWhite'', on the other hand, are the first main series games to feature full 3D, more or less. The biggest difference between the 3D featured in Generation V and the one in Generation IV is that the camera plays around in the former, while being completely fixed in the latter. It can also be even argued that Generation IV is itself the first true 3D generation, as there are a few hacks for those games that allows you to play with the camera angles, proving that they have fully 3D worlds.
** The AttractMode sequence for Pokemon [=HeartGold=] and [=SoulSilver=] (also Generation IV games) feature 3D pannings of some of the settings in the game.

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** ''VideoGame/PokemonDiamondAndPearl'', despite being nicknamed the "3D Generation" of the main series, ''VideoGame/PokemonDiamondAndPearl'' is 2.5D; the player walks around in a two-dimensional grid based world, but structures around the player change perspective as (s)he moves around. Stuff like buildings and terrain are 3d, but the characters and most objects used flat sprites. The one exception to this battles are still full 2d.
** ''VideoGame/PokemonBlackAndWhite'' is also grid-based, but has a couples of areas that use a
dynamic is the Distortion World in ''Pokémon Platinum''.
** ''VideoGame/PokemonBlackAndWhite'', on the other hand, are the first main series games to feature full 3D, more or less. The biggest difference between the 3D featured in Generation V and the one in Generation IV is that the camera plays around in the former, while being completely fixed in the latter. It can also be even argued that Generation IV is itself the first true 3D generation, as there are a few hacks for those games that allows you to play
camera, by contrast with the (mostly) fixed camera angles, proving that they have fully 3D worlds.
** The AttractMode sequence for Pokemon [=HeartGold=] and [=SoulSilver=] (also Generation IV games) feature 3D pannings of some of the settings in the game.
from previous games.

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* ''{{VideoGame/Solatorobo}}'' is set in a 3D environment (mostly, there's still InvisibleWalls everywhere), but while the main character and enemies are in 3D, everyone else is an animated 2D cutout.


* In the original VideoGame/CommanderKeen trilogy, the games were mostly flat. The games from ''Keen Dreams'' onward change to one of the earliest examples of this perspective through creative use of 2D textures and collision detection. Platforms, walls and terrain are rendered in 3D, while Keen, enemies and other foreground objects are 2D sprites.

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* In the original VideoGame/CommanderKeen ''VideoGame/CommanderKeen'' trilogy, the games were mostly flat. The games from Starting with ''Keen Dreams'' onward in 1991, the games change to one of the earliest examples of this perspective through creative use perspective. As this was years before the rise of 3D modeling in video games, the developers at Creator/IdSoftware used collision boxes and 2D textures to make the 3D platforms, walls, and collision detection. Platforms, walls and terrain are rendered in 3D, while terrain. Keen, enemies and other foreground objects are 2D sprites.


* In the original VideoGame/CommanderKeen trilogy, the games were mostly flat. ''Keen Dreams'' marked the jump to a 3D perspective, while keeping Keen, enemies, and other foreground objects as 2D sprites. As these games came out years before the rise of 3D modeling in gaming, the perspective is achieved using the same sprite-based 2D artwork as the rest of each game.

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* In the original VideoGame/CommanderKeen trilogy, the games were mostly flat. The games from ''Keen Dreams'' marked onward change to one of the jump to a 3D perspective, earliest examples of this perspective through creative use of 2D textures and collision detection. Platforms, walls and terrain are rendered in 3D, while keeping Keen, enemies, enemies and other foreground objects as are 2D sprites. As these games came out years before the rise of 3D modeling in gaming, the perspective is achieved using the same sprite-based 2D artwork as the rest of each game.sprites.


[[folder: Fighting Games]]

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[[folder: Fighting [[folder:Fighting Games]]



[[folder: Strategy Games]]

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[[folder: Strategy [[folder:Strategy Games]]


* [[folder:Other Games]]

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* [[folder:Other Games]]

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* [[folder:Other Games]]
* ''VideoGame/Progressbar95'': The Screensaver 3D levels. You control the progressbar on x and y axis as usual, while segments come from the background in several directions (and not the top as they usually do). Segments turn larger/closer as they approach, and can only be collected once they're close/large enough.
[[/folder]]

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