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Side-scrolling video game

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Aside-scrolling video game(alternativelyside-scroller) is agameviewed from a side-view camera angle where the screen follows theplayeras they move left or right. The jump from single-screen orflip-screengraphics to scrolling graphics during thegolden age of arcade gameswas a pivotal leap in game design, comparable to the move to3D graphicsduring thefifth generation.[1]

Hardware support of smooth scrolling backgrounds is built into manyarcade video games,some game consoles, and home computers. Examples include8-bitsystems like theAtari 8-bit computersandNintendo Entertainment System,and16-bitconsoles, such as theSuper Nintendo Entertainment SystemandSega Genesis.These 16-bit consoles added multiple layers, which can be scrolled independently for aparallax scrollingeffect.

History

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

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Sega'sBomberwas a side-scrollingshooter video gamereleased for arcades in April 1977.[2][3]Side-scrolling was later popularized by side-scrollingshoot 'em upsin the early 1980s.Defender,demonstrated byWilliams Electronicsin 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 amini-mapradar.Scramble,released byKonamiin early 1981, had continuous scrolling in a single direction and was the first side-scroller with multiple distinctlevels.[4]

The first scrollingplatform gamewasJump Bug,a platform-shooter released in 1981. Players controlled a bouncing car and navigated it to jump on various platforms like buildings, clouds, and hills. While it primarily scrolls horizontally, one section includes coarse vertical scrolling.[5]Taito's first attempt at a side-scrollingplatformerwas the arcade gameJungle King(1982), later altered and renamed toJungle Huntdue to legal controversy over similarities toTarzan.[6]

The side-scrolling format was enhanced byparallax scrolling,which gives an illusion of depth. The background images are presented in multiple layers that scroll at different rates, so objects closer to the horizon scroll slower than objects closer to the viewer.[7]Some parallax scrolling was used inJump 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'sMoon 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 Patrolis often credited with popularizing parallax scrolling.[7]Jungle Huntalso had parallax scrolling[10]and was released the same month asMoon Patrolin June 1982.[11]

Activisionpublished two side-scrollingracing gamesfor theAtari VCSin 1982: the biplane-basedBarnstorming[12]and the top-viewGrand Prix.By 1984, there were other racing games played from a side-scrolling view, includingNintendo'sExcitebike[13]SNK'sJumping Cross.[14]andMystic MarathonfromWilliams Electronics,a footrace between fantasy creatures.[15]

In 1985, Konami's side-scrolling shooter:Gradiusgave 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-scrollingshoot 'em upand spawned a series spanning several sequels.[17]

Side-scrolling character action games (1984–1995)

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In the mid-1980s, side-scrolling characteraction games(also called "side-scrolling action games" or side-scrolling "character-driven" games) emerged, combining elements from earlier side-view, single-screen character action games, such as single-screenplatform games,with the side-scrolling of space/vehicle games, such as scrolling spaceshoot 'em ups.These new side-scrolling character-driven action games featured large charactersspritesin 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,ninjutsuor magic.[18]

The most notable early example wasIrem'sKung-Fu Master(1984),[18]the first and most influential side-scrollingmartial artsaction game.[19]It adapted combat mechanics similar to single-screenfighting gameKarate Champ(1984) for a side-scrolling format,[19]along with adapting elements from twoHong Kong martial artsfilms,Bruce Lee'sGame of Death(1973) andJackie Chan'sWheels on Meals(1984),[20][21]and had elements such as end-of-levelBoss battles[22]as well ashealth metersfor theplayer characterand Boss es.[18]

The side-scrolling character action game format was popular from the mid-1980s to the 1990s. Popular examples includedninjaaction games such asTaito'sThe Legend of Kage(1985) and Sega'sShinobi(1987),beat 'em upgames such asTechnōs Japan'sRenegade(1986) andDouble Dragon(1987),[18]andrun and gun video gamessuch asNamco'sRolling Thunder(1986)[18]andTreasure'sGunstar Heroes(1993).[23]Legend of Kage[24]notably had levels that extend in all directions, while maintained a side-view format. Onhome computers,such as the martial arts gameKarateka(1984) successfully experimented with adding plot to itsfighting gameaction, and was also the first side-scroller to includecutscenes.

Character action games also include scrolling platform games likeSuper Mario Bros.(1985),[25]Sonic the Hedgehog(1991)[26]andBubsy(1993).[27]Super Mario Bros.in particular, released for theNintendo Entertainment System(NES) console, had a significant impact on the game industry, establishing the conventions of the scrolling platform genre and helping to reinvigorate the North American homevideo game market(which hadcrashed in 1983).[18]It combined the platform gameplay ofDonkey Kong(1981) andMario Bros.(1983) with side-scrolling elements from the racerExcitebikeand the beat 'em upKung-Fu Master,[28][29]and was more expansive than earlier side-scrollers,[18]striking a balance betweenarcade-likeaction and longer play sessions suited for home systems.[18]

Beat 'em ups

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In 1984,Hong Kong cinema-inspiredKung-Fu Masterlaid the foundations for side-scrollingbeat 'em ups,by simplifying the combat ofKarate Champand introducing numerous enemies along a side-scrolling playfield.[20][30]In 1986,Technōs Japan'sNekketsu Kōha Kunio-kunintroduced street brawling to the genre. The Western adaptationRenegade(released the same year) added an underworld revenge plot that proved more popular with gamers than the principled combat sport of other games.[31]Renegadeset the standard for future beat 'em up games as it introduced the ability to move bothhorizontally and vertically.[32]

In 1987, the release ofDouble Dragonushered in a "Golden Age" for the beat 'em up a genre that lasted nearly 5 years. The game was designed asTechnos Japan's spiritual successor toRenegade,[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 asGolden AxeandFinal Fight(both 1989) distinguished themselves from the others.[31]Final FightwasCapcom'sintended sequel toStreet Fighter(provisionally titledStreet Fighter '89),[34]but the company ultimately gave it a new title.[35]Acclaimed as the best game in the genre,[36][37]Final Fightspawned two sequels and was later ported to other systems.[35]Golden Axewas acclaimed for its visceralhack and slashaction 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

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In 1984,Pac-Landtook the scrolling platform game a step further. It was not only a successful title,[40]but it more closely resembled later scrolling platformers likeWonder BoyandSuper Mario Bros.It also has multi-layeredparallax scrolling.[41]The same year,SegareleasedFlicky,[42]a simple platformer with horizontally scrolling levels and first mascot character.Namcofollowed upPac-Landwith the fantasy-themedDragon Busterthe following year.[43]

Nintendo's platform gameSuper Mario Bros.,designed byShigeru Miyamotoand released for theNintendo Entertainment Systemin 1985, became the archetype for many scrolling platformers to follow. It established many of the conventions of the side-scrolling platform genre and struck a balance betweenarcade-likeaction and longer play sessions suited for home systems, helping to reinvigorate the North American home video game market.[18]Compared to earlier platformers,Super Mario Bros.was more expansive, with the player having to "strategize while scrolling sideways" over long distances across colorful levels aboveground as well as underground. Its side-scrolling elements were influenced by two earlier side-scrollers that Miyamoto's team worked on, the racerExcitebikeand the NES port of beat 'em upKung-Fu Master.[28][29]It used the same game engine asExcitebike,which allowed Mario toacceleratefrom 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 1999Guinness Book of World Records.Its success contributed greatly to popularizing the genre during the 8-bit console generation.Segaattempted to emulate this success with theirAlex Kiddseries, as well as with theWonder Boyseries. The laterWonder Boygames were also notable for combiningadventureandrole-playingelements with traditional platforming.[44]

Run and gun

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In 1984,Hover Attackfor theSharp X1was an earlyrun & gunshooter that freely scrolled in all directions and allowed the player to shoot diagonally as well as straight ahead. 1985 saw the release ofThexder,a breakthrough title for platform shooters.[5]

Run and gun video games became popular during the mid-to-late 1980s, with titles such asKonami'sGreen Beret(1985)[45]andNamco'sRolling Thunder(1986).[18]1987'sContrawas acclaimed for its multi-directional aiming and two-player cooperative gameplay.[46]However, by the early 1990s and with thepopularity of 16-bit consoles,the scrolling shooter genre was overcrowded, with developers struggling to make their games stand out.

IBM PC

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Side-scrolling was a well-known phenomenon in arcades, and varioushome computerandconsole gamesof the 1980s, as they often possessed hardware optimized for the task like theAtari 8-bit computers[47]andCommodore 64,butIBM compatiblesdid not. Smooth scrolling on IBM PCs in software was a challenge for developers. There were a small number of PC ports of smooth scrolling arcade games in the early 1980s, includingMoon Patrol[48]andDefender.[49]The second version ofSopwith,released in 1986, also featured smooth scrolling.

In 1990John Carmack,then working forSoftdisk,developed a smooth scrolling technique known asadaptive tile refresh.The technique was demonstrated in theproof-of-conceptgameDangerous Dave in Copyright Infringement,which was a clone of the first level ofSuper Mario Bros. 3,but with Mario replaced by the characterDangerous Daveof earlier Softdisk games.[50]The success of the demonstration led Carmack and others at Softdisk to resign and form their own company,id Software.Id Software went on to developCommander Keenthat same year, which was the first publicly available PCplatform gameto feature smoothly-scrolling graphics.[51]

See also

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References

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  2. ^"ボンバー"[Bomber].Sega(in Japanese).Retrieved2 May2021.
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  4. ^abGame Genres: Shmups,Jim Whitehead, January 29, 2007. Retrieved June 17, 2008.ArchivedJune 17, 2013, at theWayback Machine
  5. ^abIGN: The Leif Ericson Awards,IGN
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  18. ^abcdefghijkWilliams, Andrew (16 March 2017).History of Digital Games: Developments in Art, Design, and Interaction.CRC Press.pp. 143–6, 152–4.ISBN978-1-317-50381-1.
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  29. ^abShigeru Miyamoto(December 2010).Super Mario Bros. 25th Anniversary - Interview with Shigeru Miyamoto #2(in Japanese).Nintendo Channel.Archivedfrom the original on 2021-11-18.Retrieved12 April2021.
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Sources

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