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Side-scrolling video game

A side-scrolling video game (alternatively side-scroller) is a game viewed from a side-view camera angle where the screen follows the player as they move left or right. The jump from single-screen or flip-screen graphics to scrolling graphics during the 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 arcade games, some game consoles, and home computers. Examples include 8-bit consoles like the Atari 8-bit family and Nintendo Entertainment System, and 16-bit consoles, such as the Super Nintendo Entertainment System and Sega Genesis. These 16-bit consoles added multiple layers, which can be scrolled independently for a parallax scrolling effect.

Use of side-scrolling edit

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 shooter genre, such as in games like Gradius and R-type. In this genre, the player usually starts with a basic ship that flies from left to right, acquiring Power-ups which allow them to face an ever-increasing horde of enemies. This genre traces its roots back to fast-paced arcade games such as 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 edit

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

Sega's Bomber was a side-scrolling shooter video game released for arcades in April 1977.[2][3] Side-scrolling was later popularized by side-scrolling shoot 'em ups in the early 1980s. Defender, demonstrated by 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 platform game was Jump 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-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]

Activision published two side-scrolling racing games for the Atari VCS in 1982: the biplane-based Barnstorming[12] and the top-view Grand Prix. By 1984, there were other racing games played from a side-scrolling view, including Nintendo's Excitebike[13] SNK's Jumping Cross.[14] and Mystic Marathon from 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) edit

In the mid-1980s, side-scrolling character action 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-screen platform games, with the side-scrolling of space/vehicle games, such as scrolling space 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 Irem's Kung-Fu Master (1984),[18] the first and most influential side-scrolling martial arts action game.[19] It adapted combat mechanics similar to single-screen fighting game Karate Champ (1984) for a side-scrolling format,[19] along with adapting elements from two Hong Kong martial arts films, Bruce Lee's Game of Death (1973) and Jackie Chan's Wheels on Meals (1984),[20][21] and had elements such as end-of-level boss battles[22] as well as health meters for the player character and bosses.[18]

The side-scrolling character action game format was popular from the mid-1980s to the 1990s. Popular examples included ninja action games such as Taito's The Legend of Kage (1985) and Sega's Shinobi (1987), beat 'em up games such as Technōs Japan's Renegade (1986) and Double Dragon (1987),[18] and run and gun video games such as Namco's Rolling Thunder (1986)[18] and Treasure's Gunstar Heroes (1993).[23] Legend of Kage[24] notably had levels that extend in all directions, while maintained a side-view format. On home computers, such as the martial arts game Karateka (1984) successfully experimented with adding plot to its fighting game action, and was also the first side-scroller to include cutscenes.

Character action games also include scrolling platform games like Super Mario Bros. (1985),[25] Sonic the Hedgehog (1991)[26] and Bubsy (1993).[27] Super Mario Bros. in particular, released for the Nintendo 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 home video game market (which had crashed in 1983).[18] It combined the platform gameplay of Donkey Kong (1981) and Mario Bros. (1983) with side-scrolling elements from the racer Excitebike and the beat 'em up Kung-Fu Master,[28][29] and was more expansive than earlier side-scrollers,[18] striking a balance between arcade-like action and longer play sessions suited for home systems.[18]

Beat 'em ups edit

In 1984, Hong Kong cinema-inspired Kung-Fu Master laid the foundations for side-scrolling beat 'em ups, by simplifying the combat of Karate Champ and introducing numerous enemies along a side-scrolling playfield.[20][30] In 1986, Technōs Japan's Nekketsu Kōha Kunio-kun introduced street brawling to the genre. The Western adaptation Renegade (released the same year) added an underworld revenge plot that proved more popular with gamers than the principled combat sport of other games.[31] Renegade set the standard for future beat 'em up games as it introduced the ability to move both horizontally and vertically.[32]

In 1987, the release of Double Dragon ushered in a "Golden Age" for the beat 'em up a genre that lasted nearly 5 years. The game was designed as 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 edit

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 Super Mario Bros., designed by Shigeru Miyamoto and released for the Nintendo Entertainment System in 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 between arcade-like action 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 racer Excitebike and the NES port of beat 'em up Kung-Fu Master.[28][29] It used the same game engine as Excitebike, which allowed Mario to 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 Guinness Book of World Records. Its success contributed greatly to popularizing the genre during the 8-bit console generation. Sega attempted to emulate this success with their Alex Kidd series, as well as with the Wonder Boy series. The later Wonder Boy games were also notable for combining adventure and role-playing elements with traditional platforming.[44]

Run and gun edit

In 1984, Hover Attack for the Sharp X1 was an early 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 Konami's Green Beret (1985)[45] and Namco's Rolling Thunder (1986).[18] 1987's Contra was acclaimed for its multi-directional aiming and two-player cooperative gameplay.[46] However, by the early 1990s and with the popularity of 16-bit consoles, the scrolling shooter genre was overcrowded, with developers struggling to make their games stand out.

IBM PC edit

Side-scrolling was a well-known phenomenon in arcades, and various home computer and console games of the 1980s, as they often possessed hardware optimized for the task like the Atari 8-bit family[47] and Commodore 64, but IBM compatible PCs did 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, including Moon Patrol [48] and Defender.[49] The second version of Sopwith, released in 1986, also featured smooth scrolling.

In 1990 John Carmack, then working for Softdisk, developed a smooth scrolling technique known as adaptive tile refresh. The technique was demonstrated in the proof-of-concept game Dangerous Dave in Copyright Infringement, which was a clone of the first level of Super Mario Bros. 3, but with Mario replaced by the character Dangerous Dave of 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 develop Commander Keen that same year, which was the first publicly available PC platform game to feature smoothly-scrolling graphics.[51]

See also edit

References edit

  1. ^ IGN Presents the History of SEGA: Coming Home , IGN
  2. ^ "ボンバー" [Bomber]. Sega (in Japanese). Retrieved 2 May 2021.
  3. ^ Sega Arcade History. Famitsu DC (in Japanese). Enterbrain. 2002. p. 33.
  4. ^ a b Game Genres: Shmups, Jim Whitehead, January 29, 2007. Retrieved June 17, 2008. June 17, 2013, at the Wayback Machine
  5. ^ a b IGN: The Leif Ericson Awards, IGN
  6. ^ Lendino, Jamie (27 September 2020). Attract Mode: The Rise and Fall of Coin-Op Arcade Games. Steel Gear Press. pp. 222–3.
  7. ^ a b . Thocp.net. Archived from the original on 2018-01-13. Retrieved 2018-01-09.
  8. ^ Purcaru, Bogdan Ion (13 March 2014). "Games vs. Hardware. The History of PC video games: The 80's". Purcaru Ion Bogdan – via Google Books.
  9. ^ Uduslivii, Igor (26 December 2013). iPhone Game Blueprints. Packt Publishing Ltd. p. 339. ISBN 978-1-84969-027-0.
  10. ^ "Jungle Hunt Was a Terrible Waste of Quarters". from the original on 2015-04-02. Retrieved 2015-03-27.
  11. ^ Akagi, Masumi (13 October 2006). アーケードTVゲームリスト国内•海外編(1971-2005) [Arcade TV Game List: Domestic • Overseas Edition (1971-2005)] (in Japanese). Japan: Amusement News Agency. pp. 13, 42. ISBN 978-4990251215.
  12. ^ "Barnstorming". Atari Mania.
  13. ^ Excitebike at the Killer List of Videogames,
  14. ^ Jumping Cross at the Killer List of Videogames
  15. ^ "Mystic Marathon". Arcade Museum.
  16. ^ Brian Ashcraft (2008), Arcade Mania! The Turbo-Charged World of Japan's Game Centers, p. 76, Kodansha International
  17. ^ Kasavin, Greg, Gradius Collection Review, GameSpot, June 7, 2006 Accessed February 12, 2009
  18. ^ a b c d e f g h i j k Williams, Andrew (16 March 2017). History of Digital Games: Developments in Art, Design, and Interaction. CRC Press. pp. 143–6, 152–4. ISBN 978-1-317-50381-1.
  19. ^ a b Gregersen, Andreas (19 July 2016). "Hit It: Core Cognitive Structures and the Fighting Game". In Perron, Bernard; Schröter, Felix (eds.). Video Games and the Mind: Essays on Cognition, Affect and Emotion. McFarland & Company. pp. 61–3. ISBN 978-1-4766-2627-7.
  20. ^ a b Spencer, Spanner, The Tao of Beat-'em-ups, Eurogamer, Feb 6, 2008, Accessed Mar 18, 2009
  21. ^ Dellafrana, Danilo (29 August 2017). "Le origini di Street Fighter". The Games Machine (in Italian). Retrieved 20 March 2021.
  22. ^ Stuart, Keith (9 April 2014). "Bruce Lee, UFC and why the martial arts star is a video game hero". The Guardian. Retrieved 20 July 2020.
  23. ^ "Viewpoint". GameFan. Vol. 1, no. 10. September 1993. pp. 14–5.
  24. ^ "Legend of Kage". Arcade History. Retrieved 2007-01-31.
  25. ^ Horowitz, Ken (21 October 2016). Playing at the Next Level: A History of American Sega Games. McFarland & Company. p. 82. ISBN 978-0-7864-9994-6.
  26. ^ Conference Proceedings: Conference, March 15-19 : Expo, March 16-18, San Jose, CA : the Game Development Platform for Real Life. The Conference. 1999. p. 299. what do you get if you put Sonic the Hedgehog (or any other character action game for that matter) in 3D
  27. ^ "Now Playing". Nintendo Power. No. 50. July 1993. pp. 102–4.
  28. ^ a b Horowitz, Ken (30 July 2020). Beyond Donkey Kong: A History of Nintendo Arcade Games. McFarland & Company. p. 149. ISBN 978-1-4766-4176-8.
  29. ^ a b Shigeru Miyamoto (December 2010). Super Mario Bros. 25th Anniversary - Interview with Shigeru Miyamoto #2 (in Japanese). Nintendo Channel. Archived from the original on 2021-11-18. Retrieved 12 April 2021.
  30. ^ Kunkel, Bill; Worley, Joyce; Katz, Arnie, "The Furious Fists of Sega!", Computer Gaming World, Oct 1988, pp. 48-49
  31. ^ a b c d Spencer, Spanner, The Tao of Beat-'em-ups (part 2), EuroGamer, Feb 12, 2008, Accessed Mar 18, 2009
  32. ^ Evolution of a Genre: Beat 'Em Ups, ABC Television, Nov 6, 2007. Retrieved March 24, 2009.
  33. ^ a b Cassidy, William, Hall of Fame: Double Dragon 2009-08-18 at the Wayback Machine, Gamespy, Jan 5, 2003, Accessed, March 24, 2009
  34. ^ Did You Know? Volume 1: Street Fighter '89 2008-07-01 at the Wayback Machine, Capcom, Accessed Aug 17, 2009
  35. ^ a b Kalata, Kurt, Final Fight 2014-01-01 at the Wayback Machine, Hardcore Gaming 101, Accessed Feb 04, 2010
  36. ^ Navarro, Alex, Final Fight Review 2009-07-07 at the Wayback Machine, GameSpot, May 10, 2007, Accessed Mar 21 2009
  37. ^ Ashcraft, Brian, Clip: Top Ten Beat 'Em Ups 2009-02-01 at the Wayback Machine, Kotaku, Mar 16, 2007, Accessed Mar 21, 2009
  38. ^ Kasavin, Greg, Golden Axe Review 2007-01-28 at the Wayback Machine, GameSpot, Dec 1, 2006, Accessed Mar 19, 2009
  39. ^ Cassidy, William, Hall of Fame: Golden Axe 2009-08-18 at the Wayback Machine, GameSpy, June 8, 2003. Retrieved March 24, 2009.
  40. ^ "Pac-Land". Arcade History. Retrieved 2006-11-21.
  41. ^ "Namco History Vol 4". Anime Densetsu. Retrieved 2006-11-24.
  42. ^ "KLOV: Flicky". KLOV. Retrieved 2007-01-31.
  43. ^ "Dragon Buster". Arcade History. Retrieved 2007-01-31.
  44. ^ . Hardcore Gaming 101. Archived from the original on 2010-01-07. Retrieved 2010-02-04.
  45. ^ Lambie, Ryan (1 March 2015). "Operation Wolf: The Ultimate '80s Military Gun Game". Den of Geek. Retrieved 23 April 2021.
  46. ^ "Consider Yourself a Hero: A Retro NES Review of Contra". theoldschoolgamevault.com. Retrieved 2020-07-07.
  47. ^ "Chapter 6: Scrolling". De Re Atari. Atari, Inc. 1982.
  48. ^ "Moon Patrol (1983) DOS PC Game CGA Graphics". YouTube. Archived from the original on 2021-11-18.
  49. ^ . YouTube. Archived from the original on 2015-12-08.
  50. ^ John Romero. . Archived from the original on 22 July 2012. Retrieved 18 July 2012.
  51. ^ "Guinness World Records: First PC platform game to feature smooth scrolling". Retrieved 18 July 2012.

Sources edit

side, scrolling, video, game, sidescroller, redirects, here, other, uses, sidescroller, disambiguation, side, scrolling, video, game, alternatively, side, scroller, game, viewed, from, side, view, camera, angle, where, screen, follows, player, they, move, left. Sidescroller redirects here For other uses see Sidescroller disambiguation A side scrolling video game alternatively side scroller is a game viewed from a side view camera angle where the screen follows the player as they move left or right The jump from single screen or flip screen graphics to scrolling graphics during the 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 arcade games some game consoles and home computers Examples include 8 bit consoles like the Atari 8 bit family and Nintendo Entertainment System and 16 bit consoles such as the Super Nintendo Entertainment System and Sega Genesis These 16 bit consoles added multiple layers which can be scrolled independently for a parallax scrolling effect Contents 1 Use of side scrolling 2 History 2 1 Side scrolling space vehicle games 1977 1985 2 2 Side scrolling character action games 1984 1995 2 2 1 Beat em ups 2 2 2 Scrolling platform games 2 2 3 Run and gun 2 3 IBM PC 3 See also 4 References 5 SourcesUse of side scrolling editThis section has multiple issues Please help improve it or discuss these issues on the talk page Learn how and when to remove these template messages This section s tone or style may not reflect the encyclopedic tone used on Wikipedia See Wikipedia s guide to writing better articles for suggestions March 2015 Learn how and when to remove this template message This section does not cite any sources Please help improve this section by adding citations to reliable sources Unsourced material may be challenged and removed February 2022 Learn how and when to remove this template message Learn how and when to remove this template message 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 shooter genre such as in games like Gradius and R type In this genre the player usually starts with a basic ship that flies from left to right acquiring Power ups which allow them to face an ever increasing horde of enemies This genre traces its roots back to fast paced arcade games such as 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 editSide scrolling space vehicle games 1977 1985 edit See also Shoot em up Platform game and Racing game Sega s Bomber was a side scrolling shooter video game released for arcades in April 1977 2 3 Side scrolling was later popularized by side scrolling shoot em ups in the early 1980s Defender demonstrated by 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 platform game was Jump 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 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 Activision published two side scrolling racing games for the Atari VCS in 1982 the biplane based Barnstorming 12 and the top view Grand Prix By 1984 there were other racing games played from a side scrolling view including Nintendo s Excitebike 13 SNK s Jumping Cross 14 and Mystic Marathon from 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 edit See also Action game In the mid 1980s side scrolling character action 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 screen platform games with the side scrolling of space vehicle games such as scrolling space 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 Irem s Kung Fu Master 1984 18 the first and most influential side scrolling martial arts action game 19 It adapted combat mechanics similar to single screen fighting game Karate Champ 1984 for a side scrolling format 19 along with adapting elements from two Hong Kong martial arts films Bruce Lee s Game of Death 1973 and Jackie Chan s Wheels on Meals 1984 20 21 and had elements such as end of level boss battles 22 as well as health meters for the player character and bosses 18 The side scrolling character action game format was popular from the mid 1980s to the 1990s Popular examples included ninja action games such as Taito s The Legend of Kage 1985 and Sega s Shinobi 1987 beat em up games such as Technōs Japan s Renegade 1986 and Double Dragon 1987 18 and run and gun video games such as Namco s Rolling Thunder 1986 18 and Treasure s Gunstar Heroes 1993 23 Legend of Kage 24 notably had levels that extend in all directions while maintained a side view format On home computers such as the martial arts game Karateka 1984 successfully experimented with adding plot to its fighting game action and was also the first side scroller to include cutscenes Character action games also include scrolling platform games like Super Mario Bros 1985 25 Sonic the Hedgehog 1991 26 and Bubsy 1993 27 Super Mario Bros in particular released for the Nintendo 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 home video game market which had crashed in 1983 18 It combined the platform gameplay of Donkey Kong 1981 and Mario Bros 1983 with side scrolling elements from the racer Excitebike and the beat em up Kung Fu Master 28 29 and was more expansive than earlier side scrollers 18 striking a balance between arcade like action and longer play sessions suited for home systems 18 Beat em ups edit Main article Beat em up In 1984 Hong Kong cinema inspired Kung Fu Master laid the foundations for side scrolling beat em ups by simplifying the combat of Karate Champ and introducing numerous enemies along a side scrolling playfield 20 30 In 1986 Technōs Japan s Nekketsu Kōha Kunio kun introduced street brawling to the genre The Western adaptation Renegade released the same year added an underworld revenge plot that proved more popular with gamers than the principled combat sport of other games 31 Renegade set the standard for future beat em up games as it introduced the ability to move both horizontally and vertically 32 In 1987 the release of Double Dragon ushered in a Golden Age for the beat em up a genre that lasted nearly 5 years The game was designed as 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 edit Main article Platform game 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 Super Mario Bros designed by Shigeru Miyamoto and released for the Nintendo Entertainment System in 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 between arcade like action 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 racer Excitebike and the NES port of beat em up Kung Fu Master 28 29 It used the same game engine as Excitebike which allowed Mario to 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 Guinness Book of World Records Its success contributed greatly to popularizing the genre during the 8 bit console generation Sega attempted to emulate this success with their Alex Kidd series as well as with the Wonder Boy series The later Wonder Boy games were also notable for combining adventure and role playing elements with traditional platforming 44 Run and gun edit Further information Run and gun video game and Shooter game In 1984 Hover Attack for the Sharp X1 was an early run amp 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 Konami s Green Beret 1985 45 and Namco s Rolling Thunder 1986 18 1987 s Contra was acclaimed for its multi directional aiming and two player cooperative gameplay 46 However by the early 1990s and with the popularity of 16 bit consoles the scrolling shooter genre was overcrowded with developers struggling to make their games stand out IBM PC edit Side scrolling was a well known phenomenon in arcades and various home computer and console games of the 1980s as they often possessed hardware optimized for the task like the Atari 8 bit family 47 and Commodore 64 but IBM compatible PCs did 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 including Moon Patrol 48 and Defender 49 The second version of Sopwith released in 1986 also featured smooth scrolling In 1990 John Carmack then working for Softdisk developed a smooth scrolling technique known as adaptive tile refresh The technique was demonstrated in the proof of concept game Dangerous Dave in Copyright Infringement which was a clone of the first level of Super Mario Bros 3 but with Mario replaced by the character Dangerous Dave of 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 develop Commander Keen that same year which was the first publicly available PC platform game to feature smoothly scrolling graphics 51 See also edit2 5D Flip screen Parallax scrolling Scrolling Vertically scrolling video game PlatformerReferences edit IGN Presents the History of SEGA Coming Home IGN ボンバー Bomber Sega in Japanese Retrieved 2 May 2021 Sega Arcade History Famitsu DC in Japanese Enterbrain 2002 p 33 a b Game Genres Shmups Jim Whitehead January 29 2007 Retrieved June 17 2008 Archived June 17 2013 at the Wayback Machine a b IGN The Leif Ericson Awards IGN Lendino Jamie 27 September 2020 Attract Mode The Rise and Fall of Coin Op Arcade Games Steel Gear Press pp 222 3 a b History of Computing Video games Golden Age Thocp net Archived from the original on 2018 01 13 Retrieved 2018 01 09 Purcaru Bogdan Ion 13 March 2014 Games vs Hardware The History of PC video games The 80 s Purcaru Ion Bogdan via Google Books Uduslivii Igor 26 December 2013 iPhone Game Blueprints Packt Publishing Ltd p 339 ISBN 978 1 84969 027 0 Jungle Hunt Was a Terrible Waste of Quarters Archived from the original on 2015 04 02 Retrieved 2015 03 27 Akagi Masumi 13 October 2006 アーケードTVゲームリスト国内 海外編 1971 2005 Arcade TV Game List Domestic Overseas Edition 1971 2005 in Japanese Japan Amusement News Agency pp 13 42 ISBN 978 4990251215 Barnstorming Atari Mania Excitebike at the Killer List of Videogames Jumping Cross at the Killer List of Videogames Mystic Marathon Arcade Museum Brian Ashcraft 2008 Arcade Mania The Turbo Charged World of Japan s Game Centers p 76 Kodansha International Kasavin Greg Gradius Collection Review GameSpot June 7 2006 Accessed February 12 2009 a b c d e f g h i j k Williams Andrew 16 March 2017 History of Digital Games Developments in Art Design and Interaction CRC Press pp 143 6 152 4 ISBN 978 1 317 50381 1 a b Gregersen Andreas 19 July 2016 Hit It Core Cognitive Structures and the Fighting Game In Perron Bernard Schroter Felix eds Video Games and the Mind Essays on Cognition Affect and Emotion McFarland amp Company pp 61 3 ISBN 978 1 4766 2627 7 a b Spencer Spanner The Tao of Beat em ups Eurogamer Feb 6 2008 Accessed Mar 18 2009 Dellafrana Danilo 29 August 2017 Le origini di Street Fighter The Games Machine in Italian Retrieved 20 March 2021 Stuart Keith 9 April 2014 Bruce Lee UFC and why the martial arts star is a video game hero The Guardian Retrieved 20 July 2020 Viewpoint GameFan Vol 1 no 10 September 1993 pp 14 5 Legend of Kage Arcade History Retrieved 2007 01 31 Horowitz Ken 21 October 2016 Playing at the Next Level A History of American Sega Games McFarland amp Company p 82 ISBN 978 0 7864 9994 6 Conference Proceedings Conference March 15 19 Expo March 16 18 San Jose CA the Game Development Platform for Real Life The Conference 1999 p 299 what do you get if you put Sonic the Hedgehog or any other character action game for that matter in 3D Now Playing Nintendo Power No 50 July 1993 pp 102 4 a b Horowitz Ken 30 July 2020 Beyond Donkey Kong A History of Nintendo Arcade Games McFarland amp Company p 149 ISBN 978 1 4766 4176 8 a b Shigeru Miyamoto December 2010 Super Mario Bros 25th Anniversary Interview with Shigeru Miyamoto 2 in Japanese Nintendo Channel Archived from the original on 2021 11 18 Retrieved 12 April 2021 Kunkel Bill Worley Joyce Katz Arnie The Furious Fists of Sega Computer Gaming World Oct 1988 pp 48 49 a b c d Spencer Spanner The Tao of Beat em ups part 2 EuroGamer Feb 12 2008 Accessed Mar 18 2009 Evolution of a Genre Beat Em Ups ABC Television Nov 6 2007 Retrieved March 24 2009 a b Cassidy William Hall of Fame Double Dragon Archived 2009 08 18 at the Wayback Machine Gamespy Jan 5 2003 Accessed March 24 2009 Did You Know Volume 1 Street Fighter 89 Archived 2008 07 01 at the Wayback Machine Capcom Accessed Aug 17 2009 a b Kalata Kurt Final Fight Archived 2014 01 01 at the Wayback Machine Hardcore Gaming 101 Accessed Feb 04 2010 Navarro Alex Final Fight Review Archived 2009 07 07 at the Wayback Machine GameSpot May 10 2007 Accessed Mar 21 2009 Ashcraft Brian Clip Top Ten Beat Em Ups Archived 2009 02 01 at the Wayback Machine Kotaku Mar 16 2007 Accessed Mar 21 2009 Kasavin Greg Golden Axe Review Archived 2007 01 28 at the Wayback Machine GameSpot Dec 1 2006 Accessed Mar 19 2009 Cassidy William Hall of Fame Golden Axe Archived 2009 08 18 at the Wayback Machine GameSpy June 8 2003 Retrieved March 24 2009 Pac Land Arcade History Retrieved 2006 11 21 Namco History Vol 4 Anime Densetsu Retrieved 2006 11 24 KLOV Flicky KLOV Retrieved 2007 01 31 Dragon Buster Arcade History Retrieved 2007 01 31 Hardcore Gaming 101 Wonderboy Hardcore Gaming 101 Archived from the original on 2010 01 07 Retrieved 2010 02 04 Lambie Ryan 1 March 2015 Operation Wolf The Ultimate 80s Military Gun Game Den of Geek Retrieved 23 April 2021 Consider Yourself a Hero A Retro NES Review of Contra theoldschoolgamevault com Retrieved 2020 07 07 Chapter 6 Scrolling De Re Atari Atari Inc 1982 Moon Patrol 1983 DOS PC Game CGA Graphics YouTube Archived from the original on 2021 11 18 Defender IBM PC Booter Gameplay Atarisoft 1983 YouTube Archived from the original on 2015 12 08 John Romero Planet Romero Dangerous Dave in Copyright Infringement Archived from the original on 22 July 2012 Retrieved 18 July 2012 Guinness World Records First PC platform game to feature smooth scrolling Retrieved 18 July 2012 Sources editSteven L Kent 2001 The Ultimate History of Video Games ISBN 9780761536437 Retrieved from https en wikipedia org w index php title Side scrolling video game amp oldid 1220148483, wikipedia, wiki, book, books, library,

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