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Flip-Screen Scrolling - TV Tropes

  • ️Sun Sep 26 2010

Flip-Screen Scrolling (trope)

In the early days of video games, memory was limited and quite expensive, and some games simply could not afford the CPU cycles to present a continuous, smoothly scrolling game world. The world was thus divided into a series of "screens", analogous to rooms with fixed camera positions. Travelling off one side of the screen caused the game to scroll by an entire screen at a time to reveal the next area — or, if the hardware couldn't afford actual scrolling, simply "flip" to the next screen with no transitional effect.

A curious side effect of this is that, just as the game couldn't afford the memory to provide continuous scrolling, it couldn't afford the memory to keep track of whatever was offscreen, either; the screen edges essentially became borders to NPCs, monsters, attacks and projectiles alike, and only the player was able to cross from one screen to the next. Is there a hungry wolf bearing down on your Sir Graham? Simply run off the edge of the screen to the next, and it'll forget all about you.

Some of these games made things more interesting by giving every screen a title and displaying these titles prominently, perhaps next to the Status Line.

Sometimes justified (or at least Hand Waved) by placing actual barriers (walls or doors) at the edge of a screen to provide a logical separation.

It can become a cause of Trial-and-Error Gameplay, by preventing the player in a Platform Game to evaluate whether or not that gap before them is a Bottomless Pit or if there is a screen below it to land safely on. It can also lead to the Player Tic of performing some action (like jumping) near the edge of the screen to see if it persists across the transition.

Common in games designed for old computers like the MSX and Apple ][ which had no special video hardware for scrolling. Even the Nintendo Entertainment System only had enough video RAM for scrolling in one direction (though extra VRAM could be put on cartridges), so it wasn't uncommon for NES games to use some flip screen transitions just to avoid the programming complexities of scrolling vertically and horizontally in the same area. More recent games featuring Retraux themes may purposefully invoke this.

Early examples:

Retraux examples:

  • I Wanna Be the Guy: Instantly changed screens are used for the vast majority of the game, but proper scrolling is used in Kraidgief's and Mecha-Dragon bossfights and during the cart ride sequence (which is right before the latter).
  • La-Mulana, as part of its MSX theme, due to MSX hardware having little support for continuous scrolling. The remake gives a name to each room.
  • Mega Man 9 and 10 faithfully mimick the scrolling behavior of their NES predecessors.
  • VVVVVV, with titled screens.
  • Hero Core (flip)
  • An Untitled Story
  • Distorted Travesty did this for certain areas.
  • Knytt, Knytt Stories, and Knytt Underground. Nifflas actually avert this in his abandoned project Knytt Experiment.
  • Ragnarok Online is 2.5D with a top down view MMORPG. Nearly all the maps are rectangles with transfer gates on the edges.
  • Shovel Knight mimics the scrolling of many classic games, including continuous horizontal scrolling and vertical flip-scrolling (and smooth vertical scrolling in some Auto Scrolling Levels.
  • cat planet
  • The Legend of Zelda: A Link Between Worlds, which takes place in the same world as A Link to the Past (see above), uses this to help maintain continuity between the two games despite being set generations after A Link to the Past.
  • Purple features vertical flip-scrolling, though some areas feature smooth vertical scrolling and a horizontal Wrap Around.
  • Karoshi games occasionally feature levels that use flip-screen scrolling to puzzle the players by hiding things Behind the Black.
  • Jump King: Instant, transitionless type. To spare the players from needing to measure jumps to platforms they can't even see, all jumps between screen transitions are designed to be full-power jumps, released automatically.
  • Used for a puzzle in Celeste. Flipping between screens refreshes your dash without you having to touch the ground. The secret crystal heart in level 2 requires dashing diagonally upward left and right between the screens to essentially wall climb without a wall, then you use the same trick at the top of the screen/the bottom of the next one to move to the left side of the new screen above the old one, giving you an actual wall to interact with.

Other examples:

  • Animal Crossing on the Gamecube features a form of this without the justification of limited technology. In addition, objects and characters continue to move and act, even across screen borders. Lampshaded by calling them "Acres". The later games avert this with continuous scrolling, but still use 16x16 "acres" for internal purposes such as building placement (never across an acre boundary), capping geometry density (no more than 6 trees per quarter-acre), and so on.
  • Rain World: The videogame abstraction of discrete screens causes friction with the concept of a grounded experience of living in an alien ecosystem as both predator and prey. It's as if slugcats somehow became horribly shortsighted at arbitrary points of rooms while everything else can see as well as always. Running into the jaw of a lizard or a spider camping just beyond the border of a screen is something that happens to every player at some point or another. Actual screen scrolling is one of the most popular mods for the game.