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Screen Crunch

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Dodging the bouncing ball can be easy or hard depending on the version.

"With the camera panned out, and just, with enough viewpoints, [Mine-Cart Carnage is] not that hard. You'll make some mistakes, your first time, sure, or if you're rusty like I am, but... at least it's not zoomed-in and like, requiring different timing. That'd be awful!"
ProtonJon, Playing Donkey Kong Country on the SNES, after cutting from Screen Crunched version of Mine-Cart Carnage on the Game Boy Color port.
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If you're a gamer, you've more than likely run into Camera Screw at some point. Whether it's a controllable camera that constantly gets stuck on things or an Auto-Camera that abruptly changes angle mid jump, bad cameras have been the bane of gamers' existences for decades.

But what if the game hardware itself was to blame for the camera and not bad programming?

Enter Screen Crunch. This is what happens when a game's bad camera is caused by the screen resolution (or lack thereof). While it's not a porting-specific (or handheld-specific) issue, ports to handheld consoles tend to be plagued by this due to the small screens.

This trope was codified with the release of the Game Boy in 1989, though it wouldn't become infamous until the Game Boy Advance due to the many ports on that system.

Sub-Trope to Camera Screw. Also see Porting Disaster and Fake Difficulty. Often goes hand in hand with Trial-and-Error Gameplay. Not to be confused with Camera Abuse (when the viewscreen is crunched into smithereens either for humor or adding tension) or Shoot the Television (when a character destroys an in-universe screen). And don't mistake this for a breakfast cereal. This is one of the reasons why developers might make a Reformulated Game instead. Similar to Pan and Scan for movies.

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Examples (sorted by system)

For reference: the original NES has a resolution of 256×240, the SNES supports several from 256×224 to 512×448 (interlaced), the Sega Master System is 256×192 and the Sega Genesis supports several from 256×224 to 320×480 (interlaced).

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     Atari Lynx (160×102) 
  • Double Dragon is a doozy. As the graphics, which were of a 256×224 game, were ported more or less 1:1 to the Atari Lynx (aside from some sundry alterations such as the player's foot during a kick), this means you're getting only 2/7 of what the arcade game offered and character sprites stand at almost half the height of the screen.

     Game Boy (Color) (160×144) 
  • Battletoads in Ragnarok's World, the Game Boy port of the NES Battletoads featuring only eight of the stages.note  The smaller resolution can prove particularly problematic in Karnath's Lair, since a lot of the time the snakes (who have been made skinnier) will be off-screen and harder to anticipate without Trial-and-Error Gameplay.
  • The first Donkey Kong Land had this problem due to Rare's inexperience with the Game Boy's smaller screen. This resulted in them importing the sprites from Donkey Kong Country without properly resizing them. Future Land games would try to resize/redraw the sprites to make things more fair, though some problems still remain.
  • Pac-Man, oddly enough, has a giant, unnecessary gray border on the right side of the screen that eats up nearly 1/3 of the resolution.
  • Shantae sometimes makes the player perform Leaps of Faith due to the developers sacrificing screen space for smooth sprite animations. This makes travelling around Sequin Land much harder than intended.
  • In Super Mario Bros. Deluxe, you can only see 1/3 of the original screen.
  • Defied in the first Super Mario Land, which used smaller sprites than any other Mario game specifically to avoid this. Later games in the series would revert to standard sprite sizes once the developers and level designers got more comfortable with the screen size's limitations.
  • Tiny Toon Adventures 2: Montana's Movie Madness: The sprites are very large for Game Boy standards. While this might have been done to counteract the "ghosting" issue that plagued the original model's screen, the game became hard to play for a different reason, so much so that the Japanese version removed several enemies and pits to compensate.
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     Game Boy Advance (240×160) 
  • The Classic NES Series attempted to combat this by editing the sprites so all the original resolution fits on the more horizontal screen, a literal screen crunch. This results in games having bizarre sprites. For example, in Super Mario Bros., Small Mario has no neck and Super Mario's mustache disappears when walking.
  • Disney's Magical Quest got hit with this trope in its two player co-op mode. The developers forgot to remove the rule forcing both players to be on the same screen (as the originals could only be played on a single screen), resulting in a cramped experience.
  • Earthworm Jim suffers from the "sprites are too large" issue, which resulted in several unintended traps when trying to jump over pits. The sequel's port has this problem as well.
  • Mega Man:
    • Mega Man & Bass did nothing to account for the lower resolution making an already Nintendo Hard game even harder. Most infamously, the game has no camera control whatsoever, making Tengu Man's stage border on Trial-and-Error Gameplay.
    • A common criticism of Mega Man Zero 1 is that enemies and obstacles that are impossible to see ahead of time are a dime-a-dozen. Boss fights, in particular, are often made more difficult than they otherwise would be, since most of them take place in arenas larger than the screen, so you cannot see their attacks coming and thus cannot prepare for them. Fortunately, the developers learned from this as the sequels are designed to account for the screen better.
  • Pac-Man Collection is an interesting case. In Pac-Man & Pac-Man Arrangement, only one half of the maze can be on screen at once, though using the shoulder buttons will allow you to see the other half.
  • Rayman
    • Rayman Advance, the GBA port of Rayman. The original game had big, detailed sprites that didn't translate over to the GBA's screen very well, and this is seen when fighting the first boss. In the original, you had a lot of space to move, but thanks to the GBA's lower resolution, the arena became ridiculously small. The developers were kind enough remove certain obstacles throughout the game and get rid of the knockback but it only helps so much.
    • Despite being a Reformulated Game, Rayman 3: Hoodlum Havoc focused more on sprite detail than playability. This made the game's primary goal (finding lums) much more difficult than it should have been. Its sequel, Rayman Raving Rabbids wasn't any better about this.
  • Sonic the Hedgehog:
    • A frequent criticism of Sonic Advance 3 is that the game invokes this trope for difficulty by hiding spikes and crushers off-screen until it's too late for the player to react.
    • Sonic the Hedgehog Genesis. The original Sonic the Hedgehog's assets were haphazardly imported into the Sonic Advance engine with no regard whatsoever for the engine's art size limits. The result? The engine chokes while trying to deal with the massive sprites.
  • The Super Mario Advance games aren't affected as much due to their smaller sprites and gameplay better translating to horizontal movement. All games attempted to make up for this by adding extra content and giving the player more opportunities to get extra lives. Super Mario Advance 2: Super Mario World added vertical scrolling for the camera button, while Super Mario Advance 4: Super Mario Bros. 3 suffers the least as the original NES game already had a smaller viewing resolution from the large HUD which the port completely replaces it with a thin status bar and a lot of levels have been edited to better suit the smaller screen.

     Game Gear (160×144) 
  • Defied with Bubble Bobble. It was yet another GG to SMS conversion, this time for Final Bubble Bobble. Instead of replicating the Game Boy version's scrolling however, the developers simply created mini versions of the levels, resulting in a unique experience from its console counterpart.
  • The Game Gear ports of Sonic the Hedgehog (8-bit) and Sonic the Hedgehog 2 (8-bit), which were originally made for the Sega Master System, suffered from this badly.
    • While the former at least took some measures to make the game easier (like removing Jungle Zone Act 2's Ratchet Scrolling), the latter game didn't even bother making certain levels (especially Green Hills Act 3) an absolute nightmare to complete.
    • Interestingly, the first game saw a case of Screen Crunch that benefited the player. In the first boss of the game, Robotnik floats at the top of the screen, before descending and charging across the bottom of the screen. In the Master System version, he has to be attacked while he descends, but in the Game Gear version, the smaller screen means he can be hit while at the top of the screen, to the point that he can be defeated before he even gets the chance to descend.
    • The worse example of Sonic 2's Screen Crunch is the first boss (pictured above). The bouncing balls are ridiculously hard to dodge in the Game Gear version—not helped by unpredictable heights they bounce at in the port. This trope singlehandedly turned a pushover of a boss into a That One Boss.

     Game.com (200×160) 
  • Sonic Jam had assets taken straight from the Genesis Sonic games—big sprites and all. Because of this, you'll often find yourself taking a Leap of Faith, hoping you survive (or not, given the quality of the port).

     N-Gage (176×208) 
  • Crash Nitro Kart would have been a Polished Port of the GBA version... if it wasn't for the aforementioned screen. It's nearly impossible to see anything to the side of you, including the race track. In a misguided attempt to fix this, the camera is much more jumpy which only makes things worse.
  • Pandemonium! had bad draw distance and low frame rates on top of the screen problems.
  • Rayman 3 was a port of the GBA version (itself a victim of this trope as seen above), trading in horizontal screen space for vertical. The already hard to find lums have become even harder to locate thanks to the resolution and fighting enemies has become an absolute chore.
  • Sonic N, the N Gage port of the first Sonic Advance, was a victim of the N Gage's vertically oriented screen—you can barely see ahead of Sonic making the whole game one giant Luck-Based Mission. There is an option to letterbox the screen allowing you to see more but it's too small to make anything out, making it useless.

     Smartphones 
  • Mario Kart Tour got into a lot of controversy upon its release for displaying in portrait mode instead of landscape like most mobile racers. This meant that the player couldn't see the side of the road (much like Crash Nitro Kart mentioned above) which gave it a bunch of Trial-and-Error Gameplay for new players. It wasn't until months after launch that a landscape mode was added.
  • Progressbar 95: Progressbar 1X makes you use a radial progressbar with segments coming from all sides and angles. Other Progressbar systems would have you use a regular horizontal progressbar and only have segments fall from the top, which works perfectly fine due to smartphones having a screen with high vertical resolution. However, 1X's changes don't work too well with the low horizontal resolution, making it frustrating to react to segments that come from the side, not helped by the wide radial progress bar. An update tried to address this by making the bar slightly smaller, but it hardly fixes the issue.
  • Reflec Beat plus plays just fine on an iPad. However, a later update made the game compatible with iPhones and iPod Touches, which simply just aren't big enough to comfortably play the game on. Orienting the screen vertically results in a tiny playfield that is far too small for even kids' hands, and orienting the screen horizontally allows for more horizontal precision but also renders the game in a really awkward three-quarters perspective.

     Non-Handheld Systems 
  • The Atari ST version of Pac-Mania, rather annoyingly, suffers from half of the screen being taken up by the HUD and Vanity Window.
  • beatmania IIDX. The arcade game is designed for 16:9 monitors, but when the games were ported to the PlayStation 2 from 2000 through 2009, the porting team had to make the game compatible with those playing on 4:3 screens, which early on in that period were more commonnote . This led to the introduction of a console-exclusive gameplay UI that only shows one player's playfield, the song animation screen, and the HUD at the bottom, designed to fit better on a 4:3 screen than the original arcade games' UIs. If you wish to play Double Play mode, another unique console-exclusive UI exists that again keeps the note lanes looking correct on a 4:3 screen...but eliminates the video screen entirely. This trope comes to a head if one wishes to play 2-player, as this forces the 16:9 arcade UI to be compressed into a 4:3 screen; there's no 4:3-friendly 2-player interface.
  • In the first Grand Theft Auto, you would usually view the game through a top-down camera with a limited field of view surrounding your character. This could be mitigated once you got into a vehicle, as the camera would helpfully zoom out so you could see what was in front of you, as well as see enough to figure out where you were on the map. Come Grand Theft Auto 2 however, and the zoom-out function appears to have been weakened drastically, to the point that it is much more difficult for you to properly utilize any of the benefits that could have assisted you as in the first game. As well as not having a good-enough field of vision to see the amount of traffic in front of you, (especially in the first sector where fast cars are scarce) or be able to make out where you were going, it also rendered your character much more susceptible to ambushes from threats. It could also wind up compromising your ability to see enemies from far away if you were looking for them, or needed a strategy to approach them without blindly walking into danger. For the PC version, you would need to download a debug patch in order to just zoom the camera out in order to mitigate this problem, barring that you don't mind fewer vehicles and pedestrians appearing on the screen (you often required many people and vehicles to appear in order to pass a Kill Frenzy) while doing so.
  • In the old fangame Sonic Epoch, the sprites are massive—Sonic's sprite in particular takes up 1/8th of the screen—despite being an MS-DOS game. This makes the game borderline unplayable at times as you can't see the enemies coming at all.
  • The Tengen console ports of Ms. Pac-Man, rather than fitting the entire maze onto the screen (keep in mind that the original arcade game is designed for vertically-oriented monitors), decide to instead have the screen-wide maze scroll up and down. Not only does this mean you can't see the entire maze at once, which may be problematic if you are trying to escape ghosts or find the last few pellets, but in a 2-player simultaneous game, it is possible for one player to scroll the other player off the screen.
  • The Windows 95 port of RayForce, also known as Layer Section, on top of being regarded as an inferior port of the arcade game, it had most of its screen real estate crunched down to a 4:3 320x240 display horizontally, from an arcade version that originally used a vertically-oriented 7:10 224x320 display, and unlike the game's Sega Saturn port, the Windows 95 port did not have a TATE display option, meaning players were forced to see a portion of the game being cut off vertically and the HUD and Vanity Window taking up over half of the right port of the game screen.
  • The PC port of Bombergirl is presented in 16:9 widescreen, however, its original arcade version was developed with a vertically-oriented display in mind, which causes a great deal of vertical visibility to be lost on a game with the majority of its maps being designed vertically in the former. Despite this, it does make up for this shortcoming by giving PC players a mini-map they can view from the upper-right corner of the game screen, and many of its HUD and UI elements were refitted to work with the wider-than-tall aspect-ratio.
  • Parodied in Zadette: The Retraux screen resolution would be acceptable if not for the enormous player character sprite that takes about 80% of the height of the screen. It's also a 3:4 screen, meaning you can't see further ahead than about the main character's height, all played for Stylistic Suck.
  • The Nintendo Entertainment System version of Prince of Persia had graphics based on the IBM PC version, which ran in 320x200 resolution with Flip-Screen Scrolling. Since the NES has only 256 pixels of horizontal resolution, a bit of left-to-right panning had to be added. Other versions of the original game reduce the graphics to allow all of each room to be visible at once, though the SNES version of Prince of Persia 2 uses similar horizontal panning.

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