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== History ==
== History ==
===Side-scrolling shooters===
{{main|Scrolling shooter}}


In 1977, [[Sega]] released an early side-scrolling game, ''Bomber'', that involved controlling a bomber plane that drops bombs on moving targets and shoots at oncoming fighter jets.<ref>{{KLOV game|12797|Bomber}}</ref> The first video game to popularize side-scrolling was ''[[Defender (game)|Defender]]'' released by [[Williams Electronics]] in 1980. This was a major breakthrough in that it allowed the game world to extend beyond the boundaries of a single static screen. ''Defender'' is also notable for introducing the [[mini-map]] or radar, along with ''[[Rally-X]]'' and ''[[Battlezone]]'' that same year.
{{Expand section|date=June 2008}}


Another 1980 shooter, Sega's ''Space Tactics'', an early first-person perspective shooter, featured scrolling in all directions, with the entire screen moving and scrolling as the player moves the [[cross-hair]]s.<ref>{{KLOV game|id=9683|name=Space Tactics}}</ref> In 1981, ''[[Scramble (arcade game)|Scramble]]'' was the first side-scroller with multiple, distinct levels.<ref name="lecture">[http://www.cse.ucsc.edu/classes/cmps080k/Winter07/lectures/shmups.pdf Game Genres: Shmups], Professor Jim Whitehead, January 29, 2007, Accessed June 17, 2008</ref> The art of the side-scrolling format was then greatly enhanced by [[parallax scrolling]], which is used in side-scrolling games 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. This technology was first featured in ''[[Moon Patrol]]'' in 1982.<ref name="parallax">[http://www.thocp.net/software/games/golden_age.htm#MoonPatrol History of Computing: Video games - Golden Age]</ref> Another early side scroller from that same year was ''[[Sea Dragon (computer game)|Sea Dragon]]''.
The first video game to popularize side-scrolling was ''[[Defender (game)|Defender]]'' released by [[Williams Electronics]] in 1980. This was a major breakthrough in that it allowed the game world to extend beyond the boundaries of a single static screen. ''[[Defender (game)|Defender]]'' is also notable for introducing the [[mini-map]] or radar (along with Battlezone).


In 1984, ''[[Bangai-O#Series|Hover Attack]]'' for the [[Sharp X1]] was an early [[Run and gun|run & gun]] shooter that freely scrolled in all directions and allowed the player to shoot diagonally as well as straight ahead. The following year, 1985, saw the release of ''[[Thexder]]'', a breakthrough title for run & gun shooters.<ref>http://retro.ign.com/articles/861/861550p2.html</ref>
In 1981, ''[[Scramble (arcade game)|Scramble]]'' was the first side-scroller with multiple, distinct levels.<ref name="lecture">[http://www.cse.ucsc.edu/classes/cmps080k/Winter07/lectures/shmups.pdf Game Genres: Shmups], Professor Jim Whitehead, January 29, 2007, Accessed June 17, 2008</ref> The first scrolling [[platform game]] was ''[[Jump Bug]]'', a simple platform-shooter. Players controlled a bouncing car and navigated it to jump on various platforms like buildings, clouds and hills. It featured levels that scrolled both horizontally and vertically.<ref>[http://retro.ign.com/articles/861/861550p2.html IGN: The Leif Ericson Awards], [[IGN]]</ref>


In 1985, Konami's side-scrolling shooter ''[[Gradius]]'' gave the player greater control over the choice of weaponry, thus introducing another element of strategy.<ref name="lecture"/> The game also introduced the need for the player to memorise levels in order to achieve any measure of success.<ref name="ashcraft76">Brian Ashcraft (2008), ''Arcade Mania! The Turbo-Charged World of Japan's Game Centers'', p. 76, [[Kodansha International]]</ref> ''Gradius'', with its iconic protagonist, defined the side-scrolling [[shoot 'em up]] and spawned a series spanning several sequels.<ref>Kasavin, Greg, [http://uk.gamespot.com/psp/action/gradiusportable/review.html?om_act=convert&om_clk=gssummary&tag=summary;read-review Gradius Collection Review], ''GameSpot'', June 7, 2006 Accessed February 12, 2009</ref>
In 1982, ''[[Sea Dragon (computer game)|Sea Dragon]]'' and ''[[Moon Patrol]]'' were some other early side scrollers. ''[[Karateka (video game)|Karateka]]'' in 1984 was the first side-scroller to include [[cutscenes]].


Shoot 'em ups such as ''[[Ikari Warriors]]'' (1986) featuring characters on foot, rather than spacecraft, became popular in the mid-1980s in the wake of [[action movie]]s such as ''[[Rambo: First Blood Part II]].''<ref>[http://uk.gamespot.com/features/6089278/p-2.html The History of SNK], ''GameSpot,'' Accessed February 16, 2009</ref> The first game of this type is uncertain but the first influential example was ''[[Commando (game)|Commando]],'' released in 1985.<ref name= "ysguide">Bielby, Matt, "The Complete YS Guide to Shoot 'Em Ups", ''Your Sinclair'', July, 1990 (issue 55), p. 33</ref> 1988's ''[[Contra (video game)|Contra]]'' (a modified version of which was released as ''Probotector'' in [[Europe]]) was particularly acclaimed for its multi-directional aiming and two player cooperative gameplay. However, by the early 1990s and the [[History of video game consoles (fourth generation)|popularity of 16-bit consoles]], the scrolling shooter genre was overcrowded, with developers struggling to make their games stand out (one exception being the inventive ''[[Gunstar Heroes]],'' by [[Treasure (company)|Treasure]]).<ref>[http://uk.top100.ign.com/2005/081-090.html IGN's Top 100 Games], ''IGN,'' July 25, 2005, Accessed February 19, 2009</ref>
One of the most notable side scroller games is [[Claw (computer game)|Claw]]{{Citation needed|date=December 2010}} it was made by [[Monolith Productions|monolith]] and released in 1997 and was the first ever to support 64 players in multiplayer mode.


===Side-scrolling racing games===
The art of the side-scrolling format was greatly enhanced by [[parallax scrolling]], which is used in side-scrolling games 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. This technology was first featured in ''[[Moon Patrol]]''.<ref name="parallax">[http://www.thocp.net/software/games/golden_age.htm#MoonPatrol History of Computing: Video games - Golden Age]</ref>
{{main|Racing video game}}


In 1980, [[Namco]]'s driving game ''[[Rally-X]]'' was the first game to allow [[scrolling]] in multiple directions, both vertical and horizontal, and it was possible to pull the screen quickly in either direction.<ref>[http://www.gamesradar.com/f/gamings-most-important-evolutions/a-20101008102331322035/p-3 Gaming's Most Important Evolutions (Page 3)], [[GamesRadar]]</ref> It also featured an early example of a [[Mini-map|radar]], to show the car's location on the map.<ref>{{KLOV game|9259|Rally-X}}</ref>

By 1984, there were a few racing games played from a side-scrolling view, including [[Nintendo]]'s ''[[Excitebike]]''<ref>{{KLOV game|id=7725|name=Excitebike}}</ref> and [[SNK]]'s ''[[List of SNK games#1984|Jumping Cross]]''.<ref>{{KLOV game|id=12730|name=Jumping Cross}}</ref> That year, SNK also released ''[[List of SNK games|Mad Crasher]]'', where the player drives a futuristic motorbike along diagonal-scrolling roads.<ref>{{KLOV game|id=8483|name=Mad Crasher}}</ref>

===Scrolling platformers===
{{main|Platform game}}

The first scrolling [[platform game]] was ''[[Jump Bug]]'', a simple platform-shooter released in 1981. Players controlled a bouncing car and navigated it to jump on various platforms like buildings, clouds and hills. It featured levels that scrolled both horizontally and vertically.<ref>[http://retro.ign.com/articles/861/861550p2.html IGN: The Leif Ericson Awards], [[IGN]]</ref>

In August 1982, [[Taito]] released ''[[Jungle Hunt|Jungle King]]'',<ref>{{cite web | url=http://www.arcade-museum.com/game_detail.php?game_id=8258 | title=KLOV: Jungle King | publisher=[[Killer List of Videogames|KLOV]] | date= |accessdate=2007-02-08}}</ref> which featured [[Tarzan]] (an unauthorized use of the character that would result in a [[lawsuit]]). It is considered the first 'side-scrolling, jumping & attacking game with a humanoid character', three years before ''[[Super Mario Bros.]]''<ref>{{cite web | url=http://www.arcade-history.com/?n=jungle-king&page=detail&id=1243 | title=Jungle King | publisher=Arcade History|date= |accessdate=2007-02-08}}</ref>

In 1984, ''[[Pac-Land]]'' took the scrolling platformer a step further, aspiring to be more than a simple game of hurdle jumping. It was not only a successful title,<ref>{{cite web | url=http://www.arcade-history.com/?n=pac-land&page=detail&id=1913 | title=Pac-Land | publisher=Arcade History|date= |accessdate=2006-11-21}}</ref> but it more closely resembled later scrolling platformers like ''[[Wonder Boy]]'' and ''[[Super Mario Bros]]'' and was probably a direct influence on them. It also featured multi-layered [[parallax scrolling]].<ref>{{cite web | url=http://www.the-nextlevel.com/tnl/printthread.php?t=18994 | title=Namco | last= Wheatley | first= Sean | publisher=TNL | date=2003-05-15|accessdate=2006-11-23}}</ref><ref>{{cite web | url=http://www.densetsu.com/display.php?id=3&style=alphabetical | title=Namco History Vol 4| last= | first= Sean | publisher=Anime Densetsu | date=|accessdate=2006-11-24}}</ref> That same year saw the release of ''[[Legend of Kage]]'',<ref>{{cite web | url=http://www.arcade-history.com/?n=the-legend-of-kage&page=detail&id=1369 | title=Legend of Kage | publisher=Arcade History|date= |accessdate=2007-01-31}}</ref> which offered levels that extended in all directions. [[Sega]] released ''[[Flicky]]'',<ref>{{cite web | url=http://www.arcade-museum.com/game_detail.php?game_id=7825 | title=KLOV: Flicky| last= | first= | publisher=[[Killer List of Videogames|KLOV]]|accessdate=2007-01-31}}</ref> a simple platformer with horizontally scrolling levels that featured their first mascot character. [[Namco]] followed up ''Pac-Land'' with the fantasy-themed ''[[Dragon Buster]]'' the following year.<ref>{{cite web | url=http://www.arcade-history.com/?n=dragon-buster&page=detail&id=694 | title=Dragon Buster |publisher=Arcade History|date= |accessdate=2007-01-31}}</ref>

Nintendo's platform game ''[[Super Mario Bros.]]'', released for the [[Nintendo Entertainment System]] in 1985, became the archetype for many scrolling platformers to follow. The title 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 game|adventure]] and [[Role Playing Game|role-playing]] elements with traditional platforming.<ref>{{cite web | url=http://www.hardcoregaming101.net/wonderboy/wonderboy.htm | title=Hardcore Gaming 101: Wonderboy| work=[http://www.hardcoregaming101.net/ Hardcore Gaming 101] | date= |accessdate=2010-02-04}}</ref>

A later notable side scroller game is ''[[Claw (computer game)|Claw]]''.{{Citation needed|date=December 2010}} Created by [[Monolith Productions|monolith]] and released in 1997, it was the first to support 64 players in multiplayer mode.

===Beat 'em up===
{{main|Beat 'em up}}

In 1984, [[Hong Kong action cinema|Hong Kong cinema]]-inspired ''[[Kung-Fu Master]]'' laid the foundations for scrolling [[beat 'em up]]s with its simple gameplay and multiple enemies.<ref name="tao1">Spencer, Spanner, [http://www.eurogamer.net/articles/the-tao-of-beat-em-ups-article?page=2 The Tao of Beat-'em-ups], ''Eurogamer'', Feb 6, 2008, Accessed Mar 18, 2009</ref><ref name = "CGW">Kunkel, Bill; Worley, Joyce; Katz, Arnie, "The Furious Fists of Sega!", ''Computer Gaming World'', Oct 1988, pp. 48-49</ref> Also in 1984, ''[[Karateka (video game)|Karateka]]'' successfully experimented with adding plot to its fighting action and was among the first beat 'em ups to be successfully [[ported]] to home systems.<ref name="tao1"/> It was also the first side-scroller to include [[cutscene]]s.

In 1986, ''[[Renegade (video game)|Nekketsu Kōha Kunio-kun]]'' deviated from the martial arts themes of earlier [[beat 'em up]] games and 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.<ref name="tao2">Spencer, Spanner, [http://www.eurogamer.net/articles/a_taoofbeatemups_pt2_retro The Tao of Beat-'em-ups (part 2)], ''EuroGamer'', Feb 12, 2008, Accessed Mar 18, 2009</ref> ''Renegade'' set the standard for future beat 'em up games as it introduced the ability to move both horizontally and vertically.<ref>[http://www.abc.net.au/tv/goodgame/stories/s2067970.htm Evolution of a Genre: Beat 'Em Ups],'' ABC Television'', Nov 6, 2007, Accessed March 24, 2009</ref>

In 1987, the release of ''Double Dragon'' ushered in a "Golden Age" for the beat 'em up genre that lasted nearly 5 years. The game was designed as [[Technos Japan]]'s spiritual successor to ''Renegade'',<ref name="tao2"/> but it took the genre to new heights with its detailed set of martial arts attacks and its outstanding two-player cooperative gameplay.<ref name="ddhof">Cassidy, William, [http://www.gamespy.com/articles/488/488826p1.html Hall of Fame: Double Dragon], ''Gamespy'', Jan 5, 2003, Accessed, March 24, 2009</ref><ref name="tao2"/> ''Double Dragon'''s success largely resulted in a flood of beat 'em ups that came in the late 1980s,<ref name="ddhof"/> where acclaimed titles such as ''[[Golden Axe]]'' and ''[[Final Fight]]'' (both 1989) distinguished themselves from the others.<ref name="tao2"/> ''[[Final Fight]]'' was [[Capcom|Capcom's]] intended sequel to ''[[Street Fighter]]'' (provisionally titled ''Street Fighter '89''),<ref>[http://www.snk-capcom.com/didyouknow/archives/00000001.htm Did You Know? Volume 1: Street Fighter '89], [[Capcom]], Accessed Aug 17, 2009</ref> but the company ultimately gave it a new title.<ref name="kalata"/> Acclaimed as the best game in the genre,<ref name="finalfight">Navarro, Alex, [http://uk.gamespot.com/wii/action/finalfight/review.html?om_act=convert&om_clk=gssummary&tag=summary;read-review Final Fight Review], ''GameSpot'', May 10, 2007, Accessed Mar 21 2009</ref><ref>Ashcraft, Brian, [http://kotaku.com/244633/clip-top-ten-beat-em-ups Clip: Top Ten Beat 'Em Ups], ''Kotaku'', Mar 16, 2007, Accessed Mar 21, 2009</ref> ''Final Fight'' spawned two sequels and was later ported to other systems.<ref name="kalata">Kalata, Kurt, [http://www.hardcoregaming101.net/finalfight/finalfight.htm Final Fight], ''Hardcore Gaming 101'', Accessed Feb 04, 2010</ref> ''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.<ref name="goldenaxe">Kasavin, Greg, [http://uk.gamespot.com/wii/action/goldenaxegen/review.html Golden Axe Review], ''GameSpot'', Dec 1, 2006, Accessed Mar 19, 2009</ref> 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.<ref name="gamespyhof">Cassidy, William, [http://www.gamespy.com/articles/495/495400p1.html Hall of Fame: Golden Axe], ''GameSpy'', June 8, 2003, Accessed March 24, 2009</ref>

===Later history===
In recent years side-scrolling games have become less popular in favor of [[3D computer graphics|3D]] games, which allow characters to move in all directions, rather than just forward or backward. Side-scrolling is still a popular format on [[handheld game console|handheld]] systems such as the [[Game Boy Advance]], since many games are [[Porting|ports]], and because of the limited memory of such handheld systems. For the [[Nintendo DS]] and [[PlayStation Portable]] there are many games which you can move in all directions, such as ''[[Super Mario 64 DS]]'', as well as side-scrollers, such as ''[[Sonic Rush]]''. Games such as ''[[New Super Mario Bros.]]'' on the DS, ''[[Alien Hominid]]'' on the Gamecube/PS2/360, the Playstation 2 [[Action RPG]] ''[[Odin Sphere]]'', and the [[Xbox 360]] and [[Personal Computer|PC]] game ''[[Braid (video game)|Braid]]'' are examples of modern sidescrollers. Modern platforming games, like ''[[Super Paper Mario]], [[Crush (video game)|Crush]]'', ''[[Sonic Unleashed]]'', include both 2D and 3D element and most recently [[New Super Mario Bros Wii]] and [[Muramasa: The Demon Blade]]. Side-scrolling remains popular in [[online game]]s.
In recent years side-scrolling games have become less popular in favor of [[3D computer graphics|3D]] games, which allow characters to move in all directions, rather than just forward or backward. Side-scrolling is still a popular format on [[handheld game console|handheld]] systems such as the [[Game Boy Advance]], since many games are [[Porting|ports]], and because of the limited memory of such handheld systems. For the [[Nintendo DS]] and [[PlayStation Portable]] there are many games which you can move in all directions, such as ''[[Super Mario 64 DS]]'', as well as side-scrollers, such as ''[[Sonic Rush]]''. Games such as ''[[New Super Mario Bros.]]'' on the DS, ''[[Alien Hominid]]'' on the Gamecube/PS2/360, the Playstation 2 [[Action RPG]] ''[[Odin Sphere]]'', and the [[Xbox 360]] and [[Personal Computer|PC]] game ''[[Braid (video game)|Braid]]'' are examples of modern sidescrollers. Modern platforming games, like ''[[Super Paper Mario]], [[Crush (video game)|Crush]]'', ''[[Sonic Unleashed]]'', include both 2D and 3D element and most recently [[New Super Mario Bros Wii]] and [[Muramasa: The Demon Blade]]. Side-scrolling remains popular in [[online game]]s.


==References==
==Notes==
{{Reflist}}
{{Reflist}}
{{Refbegin}}


==References==
* ''The Ultimate History of Video Games'' by [[Steven L. Kent]]
* ''The Ultimate History of Video Games'' by [[Steven L. Kent]]



Revision as of 21:03, 4 January 2011

Mega Man on the NES

A side-scrolling game or side-scroller is a video game in which the gameplay action is viewed from a side-view camera angle, and the onscreen characters generally move from the left side of the screen to the right. These games make use of scrolling computer display technology.

Use of side-scrolling

The most popular use of the side-scrolling format is in the platform game genre. Platform games are action games that feature jumping, climbing, and running characters who must be guided through many diverse levels. Games such as Super Mario Bros. and Sonic the Hedgehog are among the most famous side-scrollers of this type.

The side-scrolling format is also popular among beat 'em ups, such as the popular Double Dragon and Battletoads series. Side-scrolling is even used in certain role-playing games such as the 2D Castlevania: Symphony of the Night or the Korean MMORPG MapleStory. Often in beat 'em ups the screen will scroll to a certain point then stop and require the enemies on screen to be defeated before it moves on.

Another popular use of the side-scrolling format is in the Shooter genre, typified by games like R-type, and more recently Jets'n'Guns. In this game style the player usually starts with a basic ship that flies from left to right and acquires Power-ups that allow them to face an ever increasing horde of enemies. The popularity of this genre traces its roots back to such fast-paced games as Defender.

With video games that use side-scrolling, often the screen will scroll forward following the speed and direction of the player character, and can also scroll backwards to previously visited parts of a stage. In other games or stages the screen will follow the player character but only scroll forwards, not backwards, so once something has passed off the back of the screen it can no longer be visited. Some games have stages where the screen scrolls forward by itself at a steady rate, and the player must keep up with the screen, attempting to avoid obstacles and collect things before they pass off screen. The screen in shoot 'em ups such as R-type often side-scrolls by itself in such a way. The Mario series has used all of three of these different ways of side-scrolling.

The screen in many games that use side-scrolling, for the most part, follows the player character and tries to keep it near the center of the screen. Other games will adjust the screen 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.

History

Side-scrolling shooters

In 1977, Sega released an early side-scrolling game, Bomber, that involved controlling a bomber plane that drops bombs on moving targets and shoots at oncoming fighter jets.[1] The first video game to popularize side-scrolling was Defender released by Williams Electronics in 1980. This was a major breakthrough in that it allowed the game world to extend beyond the boundaries of a single static screen. Defender is also notable for introducing the mini-map or radar, along with Rally-X and Battlezone that same year.

Another 1980 shooter, Sega's Space Tactics, an early first-person perspective shooter, featured scrolling in all directions, with the entire screen moving and scrolling as the player moves the cross-hairs.[2] In 1981, Scramble was the first side-scroller with multiple, distinct levels.[3] The art of the side-scrolling format was then greatly enhanced by parallax scrolling, which is used in side-scrolling games 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. This technology was first featured in Moon Patrol in 1982.[4] Another early side scroller from that same year was Sea Dragon.

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. The following year, 1985, saw the release of Thexder, a breakthrough title for run & gun shooters.[5]

In 1985, Konami's side-scrolling shooter Gradius gave the player greater control over the choice of weaponry, thus introducing another element of strategy.[3] The game also introduced the need for the player to memorise levels in order to achieve any measure of success.[6] Gradius, with its iconic protagonist, defined the side-scrolling shoot 'em up and spawned a series spanning several sequels.[7]

Shoot 'em ups such as Ikari Warriors (1986) featuring characters on foot, rather than spacecraft, became popular in the mid-1980s in the wake of action movies such as Rambo: First Blood Part II.[8] The first game of this type is uncertain but the first influential example was Commando, released in 1985.[9] 1988's Contra (a modified version of which was released as Probotector in Europe) was particularly acclaimed for its multi-directional aiming and two player cooperative gameplay. However, by the early 1990s and the popularity of 16-bit consoles, the scrolling shooter genre was overcrowded, with developers struggling to make their games stand out (one exception being the inventive Gunstar Heroes, by Treasure).[10]

Side-scrolling racing games

In 1980, Namco's driving game Rally-X was the first game to allow scrolling in multiple directions, both vertical and horizontal, and it was possible to pull the screen quickly in either direction.[11] It also featured an early example of a radar, to show the car's location on the map.[12]

By 1984, there were a few racing games played from a side-scrolling view, including Nintendo's Excitebike[13] and SNK's Jumping Cross.[14] That year, SNK also released Mad Crasher, where the player drives a futuristic motorbike along diagonal-scrolling roads.[15]

Scrolling platformers

The first scrolling platform game was Jump Bug, a simple platform-shooter released in 1981. Players controlled a bouncing car and navigated it to jump on various platforms like buildings, clouds and hills. It featured levels that scrolled both horizontally and vertically.[16]

In August 1982, Taito released Jungle King,[17] which featured Tarzan (an unauthorized use of the character that would result in a lawsuit). It is considered the first 'side-scrolling, jumping & attacking game with a humanoid character', three years before Super Mario Bros.[18]

In 1984, Pac-Land took the scrolling platformer a step further, aspiring to be more than a simple game of hurdle jumping. It was not only a successful title,[19] but it more closely resembled later scrolling platformers like Wonder Boy and Super Mario Bros and was probably a direct influence on them. It also featured multi-layered parallax scrolling.[20][21] That same year saw the release of Legend of Kage,[22] which offered levels that extended in all directions. Sega released Flicky,[23] a simple platformer with horizontally scrolling levels that featured their first mascot character. Namco followed up Pac-Land with the fantasy-themed Dragon Buster the following year.[24]

Nintendo's platform game Super Mario Bros., released for the Nintendo Entertainment System in 1985, became the archetype for many scrolling platformers to follow. The title 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.[25]

A later notable side scroller game is Claw.[citation needed] Created by monolith and released in 1997, it was the first to support 64 players in multiplayer mode.

Beat 'em up

In 1984, Hong Kong cinema-inspired Kung-Fu Master laid the foundations for scrolling beat 'em ups with its simple gameplay and multiple enemies.[26][27] Also in 1984, Karateka successfully experimented with adding plot to its fighting action and was among the first beat 'em ups to be successfully ported to home systems.[26] It was also the first side-scroller to include cutscenes.

In 1986, Nekketsu Kōha Kunio-kun deviated from the martial arts themes of earlier beat 'em up games and 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.[28] Renegade set the standard for future beat 'em up games as it introduced the ability to move both horizontally and vertically.[29]

In 1987, the release of Double Dragon ushered in a "Golden Age" for the beat 'em up genre that lasted nearly 5 years. The game was designed as Technos Japan's spiritual successor to Renegade,[28] but it took the genre to new heights with its detailed set of martial arts attacks and its outstanding two-player cooperative gameplay.[30][28] Double Dragon's success largely resulted in a flood of beat 'em ups that came in the late 1980s,[30] where acclaimed titles such as Golden Axe and Final Fight (both 1989) distinguished themselves from the others.[28] Final Fight was Capcom's intended sequel to Street Fighter (provisionally titled Street Fighter '89),[31] but the company ultimately gave it a new title.[32] Acclaimed as the best game in the genre,[33][34] Final Fight spawned two sequels and was later ported to other systems.[32] 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.[35] 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.[36]

Later history

In recent years side-scrolling games have become less popular in favor of 3D games, which allow characters to move in all directions, rather than just forward or backward. Side-scrolling is still a popular format on handheld systems such as the Game Boy Advance, since many games are ports, and because of the limited memory of such handheld systems. For the Nintendo DS and PlayStation Portable there are many games which you can move in all directions, such as Super Mario 64 DS, as well as side-scrollers, such as Sonic Rush. Games such as New Super Mario Bros. on the DS, Alien Hominid on the Gamecube/PS2/360, the Playstation 2 Action RPG Odin Sphere, and the Xbox 360 and PC game Braid are examples of modern sidescrollers. Modern platforming games, like Super Paper Mario, Crush, Sonic Unleashed, include both 2D and 3D element and most recently New Super Mario Bros Wii and Muramasa: The Demon Blade. Side-scrolling remains popular in online games.

Notes

  1. ^ Bomber at the Killer List of Videogames
  2. ^ Space Tactics at the Killer List of Videogames
  3. ^ a b Game Genres: Shmups, Professor Jim Whitehead, January 29, 2007, Accessed June 17, 2008
  4. ^ History of Computing: Video games - Golden Age
  5. ^ http://retro.ign.com/articles/861/861550p2.html
  6. ^ Brian Ashcraft (2008), Arcade Mania! The Turbo-Charged World of Japan's Game Centers, p. 76, Kodansha International
  7. ^ Kasavin, Greg, Gradius Collection Review, GameSpot, June 7, 2006 Accessed February 12, 2009
  8. ^ The History of SNK, GameSpot, Accessed February 16, 2009
  9. ^ Bielby, Matt, "The Complete YS Guide to Shoot 'Em Ups", Your Sinclair, July, 1990 (issue 55), p. 33
  10. ^ IGN's Top 100 Games, IGN, July 25, 2005, Accessed February 19, 2009
  11. ^ Gaming's Most Important Evolutions (Page 3), GamesRadar
  12. ^ Rally-X at the Killer List of Videogames
  13. ^ Excitebike at the Killer List of Videogames
  14. ^ Jumping Cross at the Killer List of Videogames
  15. ^ Mad Crasher at the Killer List of Videogames
  16. ^ IGN: The Leif Ericson Awards, IGN
  17. ^ "KLOV: Jungle King". KLOV. Retrieved 2007-02-08.
  18. ^ "Jungle King". Arcade History. Retrieved 2007-02-08.
  19. ^ "Pac-Land". Arcade History. Retrieved 2006-11-21.
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References