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Wraparound (video games)

Wraparound, in video games, is when an object moves off of one side of the screen and reappears on the other side. In Asteroids for example, the player's ship flies off of the right side of the screen, then continues on the left side with the same velocity. This is referred to as wraparound, since the top and bottom of the screen wrap around to meet, as do the left and right sides (topologically equivalent to a Euclidean 2-torus).[1]

Some games wrap around in certain directions but not others, such as games of the Civilization series that wrap left to right, but the top and bottom remain edges, representing the North and South Pole (topologically equivalent to a cylinder). Some games such as Asteroids have no boundary and objects can travel over any part of the screen edge and reappear on the other side.[2] Others such as Pac-Man, Wizard of Wor, and some games in the Bomberman series, have a boundary surrounding most of the playing area, but have a few paths connecting the left side to the right, or the top to the bottom, that characters can travel on. Wraparound can apply to scrolling games such as Defender, where the player can infinitely fly in one direction because the horizontal extents of the landscape are connected. Some games even incorporate diagonal wraparound, where movement from one corner of the screen wraps to the opposite corner.

Examples edit

Notable examples of video games that employed wraparound mechanics.:

  • Pac-Man (1980): When Pac-Man reaches the edge of the screen, he reappears on the opposite side, enabling continuous movement through the maze.
  • Asteroids (1979): In this arcade shooter, the game space wraps around. Many Asteroids-inspired games, such as Geometry Wars, also utilize this mechanicism.
  • Super Mario Bros. series (1985-present): Many entries in the Super Mario Bros. franchise utilize wraparound, particularly in platforming levels.
  • Manifold Garden (2019): A first-person puzzle game that transposes wraparound to a 3D space, resulting in infinitely repeating environments.

Impact edit

  • Continuous movement: Wraparound allows players to traverse game worlds without encountering boundaries or limitations, providing a seamless experience.
  • Strategic opportunities: Wraparound mechanics can be strategically leveraged by players to outmaneuver opponents, surprise enemies, or gain advantages in certain situations.
  • Exploration and freedom: Wraparound environments promote exploration and the discovery of hidden areas, as players can move in any direction without restrictions.
  • Enhanced immersion: The seamless transition from one edge of the screen to the other enhances immersion, making players feel more connected to the game world.
  • Nostalgia and retro appeal: Many classic games utilized wraparound mechanics, contributing to the nostalgic appeal of these titles for players familiar with older gaming experiences.

History edit

1962's Spacewar! has a wraparound playfield,[3] as does the first commercial arcade video game, Computer Space (1971). Wraparound was common in games throughout the 1970s and early 1980s, including Space Race (1973), Combat (1977), Asteroids (1979), and Star Castle (1980).[1] Surround (1977) for the Atari 2600 has a gameplay option called "wraparound" in the manual.[4]

The concept of wraparound originated in the early days of video games when hardware limitations imposed constraints on the size of game worlds. Instead of creating expansive environments that required significant memory or processing power, developers utilized wraparound to simulate continuous gameplay on limited hardware.

See also edit

References edit

  1. ^ a b The medium of the video game, Mark J. P. Wolf, University of Texas Press, 2001, 203 pp, p. 56, ISBN 978-0-292-79150-3 at Google Books
  2. ^ Salen, Katie (2004). Rules of Play: Game Design Fundamentals. MIT Press. p. 394. ISBN 0262240459. Retrieved 2014-11-20.
  3. ^ Totten, Christopher (2014). An Architectural Approach to Level Design. CRC Press. p. 31. ISBN 9781466585416.
  4. ^ "Surround Atari 2600 Manual". Atari Age.

External links edit

  • Wraparound world at Giant Bomb, video games that use wraparound
  • Tekinbas, Katie Salen; Zimmerman, Eric (2003-09-25). Rules of Play: Game Design Fundamentals. Cambridge, Mass: The MIT Press. ISBN 978-0-262-24045-1.
  • Wolf, Mark J. P., ed. (2007-11-30). The Video Game Explosion: A History from PONG to PlayStation and Beyond. Westport, Conn: Greenwood. ISBN 978-0-313-33868-7.
  • Casual Game Design Designing Gamer
  • "news". Game Developer. Retrieved 2024-03-24.

wraparound, video, games, other, uses, wraparound, disambiguation, wraparound, video, games, when, object, moves, side, screen, reappears, other, side, asteroids, example, player, ship, flies, right, side, screen, then, continues, left, side, with, same, veloc. For other uses see Wraparound disambiguation Wraparound in video games is when an object moves off of one side of the screen and reappears on the other side In Asteroids for example the player s ship flies off of the right side of the screen then continues on the left side with the same velocity This is referred to as wraparound since the top and bottom of the screen wrap around to meet as do the left and right sides topologically equivalent to a Euclidean 2 torus 1 Some games wrap around in certain directions but not others such as games of the Civilization series that wrap left to right but the top and bottom remain edges representing the North and South Pole topologically equivalent to a cylinder Some games such as Asteroids have no boundary and objects can travel over any part of the screen edge and reappear on the other side 2 Others such as Pac Man Wizard of Wor and some games in the Bomberman series have a boundary surrounding most of the playing area but have a few paths connecting the left side to the right or the top to the bottom that characters can travel on Wraparound can apply to scrolling games such as Defender where the player can infinitely fly in one direction because the horizontal extents of the landscape are connected Some games even incorporate diagonal wraparound where movement from one corner of the screen wraps to the opposite corner Contents 1 Examples 2 Impact 3 History 4 See also 5 References 6 External linksExamples editNotable examples of video games that employed wraparound mechanics Pac Man 1980 When Pac Man reaches the edge of the screen he reappears on the opposite side enabling continuous movement through the maze Asteroids 1979 In this arcade shooter the game space wraps around Many Asteroids inspired games such as Geometry Wars also utilize this mechanicism Super Mario Bros series 1985 present Many entries in the Super Mario Bros franchise utilize wraparound particularly in platforming levels Manifold Garden 2019 A first person puzzle game that transposes wraparound to a 3D space resulting in infinitely repeating environments Impact editContinuous movement Wraparound allows players to traverse game worlds without encountering boundaries or limitations providing a seamless experience Strategic opportunities Wraparound mechanics can be strategically leveraged by players to outmaneuver opponents surprise enemies or gain advantages in certain situations Exploration and freedom Wraparound environments promote exploration and the discovery of hidden areas as players can move in any direction without restrictions Enhanced immersion The seamless transition from one edge of the screen to the other enhances immersion making players feel more connected to the game world Nostalgia and retro appeal Many classic games utilized wraparound mechanics contributing to the nostalgic appeal of these titles for players familiar with older gaming experiences History editThis section needs expansion You can help by adding to it November 2014 1962 s Spacewar has a wraparound playfield 3 as does the first commercial arcade video game Computer Space 1971 Wraparound was common in games throughout the 1970s and early 1980s including Space Race 1973 Combat 1977 Asteroids 1979 and Star Castle 1980 1 Surround 1977 for the Atari 2600 has a gameplay option called wraparound in the manual 4 The concept of wraparound originated in the early days of video games when hardware limitations imposed constraints on the size of game worlds Instead of creating expansive environments that required significant memory or processing power developers utilized wraparound to simulate continuous gameplay on limited hardware See also editFlip screen Warp zoneReferences edit a b The medium of the video game Mark J P Wolf University of Texas Press 2001 203 pp p 56 ISBN 978 0 292 79150 3 at Google Books Salen Katie 2004 Rules of Play Game Design Fundamentals MIT Press p 394 ISBN 0262240459 Retrieved 2014 11 20 Totten Christopher 2014 An Architectural Approach to Level Design CRC Press p 31 ISBN 9781466585416 Surround Atari 2600 Manual Atari Age External links editWraparound world at Giant Bomb video games that use wraparound Tekinbas Katie Salen Zimmerman Eric 2003 09 25 Rules of Play Game Design Fundamentals Cambridge Mass The MIT Press ISBN 978 0 262 24045 1 Wolf Mark J P ed 2007 11 30 The Video Game Explosion A History from PONG to PlayStation and Beyond Westport Conn Greenwood ISBN 978 0 313 33868 7 Casual Game Design Designing Gamer news Game Developer Retrieved 2024 03 24 Retrieved from https en wikipedia org w index php title Wraparound video games amp oldid 1215381652, wikipedia, wiki, book, books, library,

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