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Three-Quarters View

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A method of portraying three dimensional space in a two-dimensional plane. Basically, it's a tilted bird's eye view perspective in which both the top and front of an object is seen at the same time, and the vertical axis indicates both height and depth.note 

Most games that have this perspective will still have character sprites as if they've being viewed straight on, though some will have a more Super-Deformed style. (This was the usual way of drawing character sprites and things like trees in older games dating back to the Atari 2600, though the lack of graphical detail caused by low resolutions and limited memory generally disqualify such games as examples.)

Very popular during the 16-bit era for JRPGs, as well as RTS games in the 1990s.

Despite console games having largely abandoned this style in favor of full 3D graphics, it remains popular in handheld systems due to the lower demands on the system, although its appearances even there are growing rarer as portable hardware becomes more powerful.

This view sometimes leads to secrets being hidden on the backs of buildings, which should logically be visible to the character but aren't to the player.

See also Isometric Projection, Top-Down View and Side View. For more information, see Graphical Perspective.


    open/close all folders 

    Action Adventure 
  • Android Two for the ZX Spectrum, which was actually sold as a 3D game, may have been the first game to use this perspective consistently. Characters are properly silhouetted in front of walls, but partly hidden behind them.
  • The overhead segments of Blaster Master.
  • Most Zelda games until the debut of The Legend of Zelda: Ocarina of Time. (Handheld titles still used this kind of perspective until the launch of the Ocarina of Time remake for the 3DS.)
    • The original, at least was a very strange example that mixed top-down and ¾ view in the same game. Walls were top-down, and trees and stumps were a squashed ¾ view.
    • Zelda II: The Adventure of Link primarily used a side-view for its action segments, and only used a ¾ view for its overworld.
    • The Legend of Zelda: A Link to the Past had quite a good ¾ view for its sprites, though inside walls were top-down.
      • The Legend of Zelda: A Link Between Worlds reuses the same ¾ view as A Link to the Past despite having 3D graphics, though it changes into a close-up view when Link turns into a painting. The way the game achieves this is a rather hilarious demonstration of liberties this trope takes with real-life perspective: they make everything lean back to an absurd degree to give the illusion of ¾ view.
    • Game Boy titles follow the same guidelines as above for the tiles, but sprites are Side View.
  • Probably every third-person action-adventure-RPG or RPG made solely by SSI in the early 1990s (see also Dark Sun in RPG):
  • Quantum Replica: The game is viewed from above in this manner.
  • The Legends of Owlia: The game is viewed like this.

    Action Game 

    Adventure Game 

    Beat 'em Up 
  • DownTown

    Platform Game 
  • The Dark Castle, Mirage Palace and Dragon's Hole levels in Brutal Mario, as well as other Super Mario World hacks using Seiken Densetsu 3/Secret of Mana graphics.
  • Super Mario World uses this on the world map screen, which causes, for instance, the peak of Yoshi's Island to obscure a small corner of the unconnected Donut Plains.

  • Frobot: The game is viewed from an above perspective, with all of the southern walls visible.
  • Spelling Jungle: In an unusual case, it's only some things in each level - Wali, the animals and Tricksters, the Abominable Snowman, the All-Terrain Vehicle and some of the collectible items - that are seen this way. Everything else, such as trees, stone walls and movable items like the boulders/giant snowballs and ice blocks, are viewed strictly from above.

    Real-Time Strategy 


    Role-Playing Game 

    Shoot 'em Up 

    Simulation Game 

    Stealth-Based Game 

    Third-Person Shooter 
  • Voxatron has this, though the camera may be tilted a bit upward and downward.

    Wide-Open Sandbox 


Alternative Title(s): Old School JRPG Perspective