What about, say, The Legend of Zelda ? The screen transitions are not abrupt, but all of the other aspects apply. What would you call it?
Yes, it was I who added the examples. Allow me to clarify my meaning: the scrolling is not continuous as in, say, most platform games; in LoZ, the screen is static until you reach the edge, at which point you go to the next screen, just as in a pure flip-screen game. It's just that the transition is a scrolling instead of instantaneous flipping. ( Zelda III does scroll continuously within sections, though.) In that sense, I feel that it's almost the same. Of course, I understand that from the graphics point of view, it's a bit different. (I'm going to go edit the descriptions for clarity.)
My intent in adding the examples was not to say that these games are purely flip-screen games -- which clearly they are not -- but simply to show how they are similar and how they differ. I feel they are useful for comparison. Well, tell me what you think about this, and then we can decide what to do with the examples. Ddawson 03:00, 10 August 2005 (UTC)
Yeah, I like that, thanks. The word 'room' is appropriate, even though the main part is outdoors (the overworld). Ddawson 00:03, 12 August 2005 (UTC)
<yojoedave> Rapid Scrolling - I always used to call it "screen sliding". Mega Man, and perhaps a few other games use Rapid Scrolling to segment off important parts of a level - for example mini bosses (think for example in Mega Man 2 the Blue Hot dogs in Wood Man's Level, or the Hippos in Ring Man's stage in Mega Man 4) - and also the robot master gates. Also, Mega Man rapid scrolls "vertically" one full square screen", but generally uses continuous scrolling horizontally - interesting enough.
I noticed that the category marker " Category:Computer and video game terminology" was recently removed from here. This might need to be discussed more thoroughly, as many other similarly related terms/phrases are part of that terminology category. Two examples are scrolling and split-screen. Any comments? -- Wernher 19:35, 20 August 2005 (UTC)
Further to my undo, I just wanted to add a little bit more about ZX Spectrum scrolling. Because the display attributes were allocated strictly to fixed character square blocks (8x8 pixels), smooth scrolling (pixel-by-pixel) either had to: 1. employ monochrome (i.e. attributes same everywhere; e.g. Bubbler); 2. carefully control colouring to hide attribute bleeding ( Light Force is a prime example); 3. ignore it and get on with the rest of the game. Avoiding scrolling entirely (e.g. in flip-screen games) allowed developers to position screen elements so that colour clash was minimised (e.g. Sabre Wulf). But plenty of games scrolled on the Spectrum — but not all of these did so gracefully. Cheers, -- PLUMBAGO 17:40, 28 February 2011 (UTC)
Is "Adventure" for the Atari 2600 (and "Superman", which came out earlier but used Adventure's engine) the first example of this?? Kirkjerk ( talk) 18:03, 17 February 2015 (UTC)
The attempts to put flip-screen and scrolling into some kind of historical flow were failing. The Atari 8-bit family, for example, has both flip screen and scrolling games. It was more a design choice than a technical one. I removed the entire History section and included a few examples instead. This is a simple topic. Dgpop ( talk) 21:10, 10 September 2015 (UTC)
Is there a reason for the use of the non-free File:Sabre wulf 4.gif at the top of this article? According to Wikipedia:Non-free content criteria: "Non-free content is used only where no free equivalent is available, or could be created, that would serve the same encyclopedic purpose." In theory, a "free equivalent [...] could be created" by creating a free flip-screen game and taking a screenshot. Or in what manner would such a screenshot of a free game fail to "serve the same encyclopedic purpose"? -- Damian Yerrick ( talk) 13:37, 24 February 2016 (UTC)
Dgpop reverted my edit with the edit summary (Explanation doesn't clarify things.) What was unclear before my edit, and what remained unclear after my edit? Would something to the following effect have been any clearer?
-- Damian Yerrick ( talk) 15:50, 14 April 2016 (UTC)
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What about, say, The Legend of Zelda ? The screen transitions are not abrupt, but all of the other aspects apply. What would you call it?
Yes, it was I who added the examples. Allow me to clarify my meaning: the scrolling is not continuous as in, say, most platform games; in LoZ, the screen is static until you reach the edge, at which point you go to the next screen, just as in a pure flip-screen game. It's just that the transition is a scrolling instead of instantaneous flipping. ( Zelda III does scroll continuously within sections, though.) In that sense, I feel that it's almost the same. Of course, I understand that from the graphics point of view, it's a bit different. (I'm going to go edit the descriptions for clarity.)
My intent in adding the examples was not to say that these games are purely flip-screen games -- which clearly they are not -- but simply to show how they are similar and how they differ. I feel they are useful for comparison. Well, tell me what you think about this, and then we can decide what to do with the examples. Ddawson 03:00, 10 August 2005 (UTC)
Yeah, I like that, thanks. The word 'room' is appropriate, even though the main part is outdoors (the overworld). Ddawson 00:03, 12 August 2005 (UTC)
<yojoedave> Rapid Scrolling - I always used to call it "screen sliding". Mega Man, and perhaps a few other games use Rapid Scrolling to segment off important parts of a level - for example mini bosses (think for example in Mega Man 2 the Blue Hot dogs in Wood Man's Level, or the Hippos in Ring Man's stage in Mega Man 4) - and also the robot master gates. Also, Mega Man rapid scrolls "vertically" one full square screen", but generally uses continuous scrolling horizontally - interesting enough.
I noticed that the category marker " Category:Computer and video game terminology" was recently removed from here. This might need to be discussed more thoroughly, as many other similarly related terms/phrases are part of that terminology category. Two examples are scrolling and split-screen. Any comments? -- Wernher 19:35, 20 August 2005 (UTC)
Further to my undo, I just wanted to add a little bit more about ZX Spectrum scrolling. Because the display attributes were allocated strictly to fixed character square blocks (8x8 pixels), smooth scrolling (pixel-by-pixel) either had to: 1. employ monochrome (i.e. attributes same everywhere; e.g. Bubbler); 2. carefully control colouring to hide attribute bleeding ( Light Force is a prime example); 3. ignore it and get on with the rest of the game. Avoiding scrolling entirely (e.g. in flip-screen games) allowed developers to position screen elements so that colour clash was minimised (e.g. Sabre Wulf). But plenty of games scrolled on the Spectrum — but not all of these did so gracefully. Cheers, -- PLUMBAGO 17:40, 28 February 2011 (UTC)
Is "Adventure" for the Atari 2600 (and "Superman", which came out earlier but used Adventure's engine) the first example of this?? Kirkjerk ( talk) 18:03, 17 February 2015 (UTC)
The attempts to put flip-screen and scrolling into some kind of historical flow were failing. The Atari 8-bit family, for example, has both flip screen and scrolling games. It was more a design choice than a technical one. I removed the entire History section and included a few examples instead. This is a simple topic. Dgpop ( talk) 21:10, 10 September 2015 (UTC)
Is there a reason for the use of the non-free File:Sabre wulf 4.gif at the top of this article? According to Wikipedia:Non-free content criteria: "Non-free content is used only where no free equivalent is available, or could be created, that would serve the same encyclopedic purpose." In theory, a "free equivalent [...] could be created" by creating a free flip-screen game and taking a screenshot. Or in what manner would such a screenshot of a free game fail to "serve the same encyclopedic purpose"? -- Damian Yerrick ( talk) 13:37, 24 February 2016 (UTC)
Dgpop reverted my edit with the edit summary (Explanation doesn't clarify things.) What was unclear before my edit, and what remained unclear after my edit? Would something to the following effect have been any clearer?
-- Damian Yerrick ( talk) 15:50, 14 April 2016 (UTC)