Side-scrolling video game

Source: Wikipedia, the free encyclopedia.

A side-scrolling video game (alternatively side-scroller) is a

golden age of arcade games was a pivotal leap in game design, comparable to the move to 3D graphics during the fifth generation.[1]

Hardware support of smooth scrolling backgrounds is built into many

Sega Genesis. These 16-bit consoles added multiple layers, which can be scrolled independently for a parallax scrolling
effect.

Use of side-scrolling

A common use of the side-scrolling format is in platform games (platformers). Super Mario Bros. (1985) is an example of a platform game.

The side-scrolling format is also popular among beat 'em ups, such as the Battletoads series. Often in beat 'em ups, the screen will lock into place until the enemies on screen have been defeated.

The side-scrolling format can also be found in the

Defender
.

Implementation of side scrolling design can vary depending on the game, often the screen will scroll forward or backward following the speed and direction of the player character. In other games or stages, the screen will follow the player character but only scroll forward, not backward, so once something has passed off the back of the screen, it can no longer be visited. Some games have stages in which the screen scrolls forward by itself at a steady pace, requiring the player to keep up in order to survive; this is generally referred to as auto-scrolling. The screen in shoot 'em ups, such as in R-type, often side-scrolls by itself. The Mario series has used all three types of side-scrolling.

Typically, the screen of a side-scrolling video game has the camera focused on the player. Other games generally adjust the camera with the character's movement, making the character off-center in the opposite direction of its movement, showing more space in front of the character than behind.

A game can use the side-scrolling mechanic without being considered a side-scrolling video game. One such game is Awesomenauts, where a side-scrolling mechanic is used since the objective is not simply met by scrolling to the side, it is therefore not considered a side-scrolling game.

History

Side-scrolling space/vehicle games (1977–1985)

Williams Electronics in late 1980 and entering production in early 1981, allowed side-scrolling in both directions in a wrap-around game world, extending the boundaries of the game world, while also including a mini-map radar. Scramble, released by Konami in early 1981, had continuous scrolling in a single direction and was the first side-scroller with multiple distinct levels.[4]

The first scrolling

platformer was the arcade game Jungle King (1982), later altered and renamed to Jungle Hunt due to legal controversy over similarities to Tarzan.[6]

The art of the side-scrolling format was then greatly enhanced by parallax scrolling, which is used to give an illusion of depth. The background images are presented in multiple layers that scroll at different rates, thus objects closer to the horizon scroll slower than objects closer to the viewer.[7] Some parallax scrolling was used in Jump Bug.[8] It used a limited form of parallax scrolling with the main scene scrolling while the starry night sky is fixed and clouds move slowly, adding depth to the scenery. The following year, Irem's Moon Patrol (1982) implemented a full form of parallax scrolling, with three separate background layers scrolling at different speeds, simulating the distance between them.[9] Moon Patrol is often credited with popularizing parallax scrolling.[7] Jungle Hunt also had parallax scrolling[10] and was released the same month as Moon Patrol in June 1982.[11]

Williams Electronics, a footrace between fantasy creatures.[15]

In 1985, Konami's side-scrolling shooter: Gradius gave the player greater control over the choice of weaponry, thus introducing another element of strategy.[4] The game also introduced the need for the player to memorize levels in order to achieve any measure of success.[16] Gradius, with its iconic protagonist, defined the side-scrolling shoot 'em up and spawned a series spanning several sequels.[17]

Side-scrolling character action games (1984–1995)

In the mid-1980s, side-scrolling character

shoot 'em ups. These new side-scrolling character-driven action games featured large characters sprites in colorful, side-scrolling environments, with the core gameplay consisting of fighting large groups of weaker enemies, using attacks/weapons such as punches, kicks, guns, swords, ninjutsu or magic.[18]

The most notable early example was

The side-scrolling character action game format was popular from the mid-1980s to the 1990s. Popular examples included

cutscenes
.

Character action games also include scrolling platform games like

arcade-like action and longer play sessions suited for home systems.[18]

Beat 'em ups

In 1984,

horizontally and vertically.[32]

In 1987, the release of

Technos Japan's spiritual successor to Renegade,[31] but it took the genre to new heights with its detailed set of martial arts attacks and its outstanding two-player cooperative gameplay.[31][33] Double Dragon's success largely resulted in a flood of beat 'em ups that came in the late 1980s,[33] where acclaimed titles such as Golden Axe and Final Fight (both 1989) distinguished themselves from the others.[31] Final Fight was Capcom's intended sequel to Street Fighter (provisionally titled Street Fighter '89),[34] but the company ultimately gave it a new title.[35] Acclaimed as the best game in the genre,[36][37] Final Fight spawned two sequels and was later ported to other systems.[35] Golden Axe was acclaimed for its visceral hack and slash action and cooperative mode and was influential through its selection of multiple protagonists with distinct fighting styles.[38] It is considered one of the strongest beat 'em up titles for its fantasy elements, distinguishing it from the urban settings seen in other beat 'em ups.[39]

Scrolling platform games

In 1984, Pac-Land took the scrolling platform game a step further. It was not only a successful title,[40] but it more closely resembled later scrolling platformers like Wonder Boy and Super Mario Bros. It also has multi-layered parallax scrolling.[41] The same year, Sega released Flicky,[42] a simple platformer with horizontally scrolling levels and first mascot character. Namco followed up Pac-Land with the fantasy-themed Dragon Buster the following year.[43]

Nintendo's platform game

accelerate from a walk to a run, rather than move at a constant speed like earlier platformers.[18]

Super Mario Bros. went on to sell over 40 million copies according to the 1999

role-playing elements with traditional platforming.[44]

Run and gun

In 1984,

run & gun shooter that freely scrolled in all directions and allowed the player to shoot diagonally as well as straight ahead. 1985 saw the release of Thexder, a breakthrough title for platform shooters.[5]

Run and gun video games became popular during the mid-to-late 1980s, with titles such as

popularity of 16-bit consoles
, the scrolling shooter genre was overcrowded, with developers struggling to make their games stand out.

IBM PC

Side-scrolling was a well-known phenomenon in arcades, and various

Defender.[49] The second version of Sopwith
, released in 1986, also featured smooth scrolling.

In 1990

platform game to feature smoothly-scrolling graphics.[51]

See also

References

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Sources