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{{Short description|Video game genre}}
{{Redirect|Sidescroller}}
 
[[File:Secretmaryochronicles.png|thumb|''[[Secret Maryo Chronicles]]'', a side-scrolling video game]]''
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A '''side-scrolling video game''', sometimes shortened to(alternatively '''side-scroller''',) is a [[video game]] in which the action is viewed from a side-view camera angle andwhere the screen follows the [[Player character|player]] as they move left or right. The jump from single-screen or [[flip-screen]] graphics to scrolling graphics during the [[golden age of video arcade games|golden age of arcade games]] was a pivotal leap in game design, comparable to the move to [[3D computer graphics|3D graphics]] during the [[Fifth generation of video game consoles|fifth generation]].<ref name="IGN-Sega">[http://uk.retro.ign.com/articles/974/974695p2.html IGN Presents the History of SEGA: Coming Home ], [[IGN]]</ref>
 
Hardware support of smooth scrolling backgrounds is built into many [[Arcade game|arcade]] systems and some game consoles and home computers, including 8-bit consoles like [[Atari 8-bit family]] and [[Nintendo Entertainment System]], and 16-bit consoles such as the [[Super Nintendo Entertainment System|Super NES]] and [[Sega Mega Drive|Sega Genesis]] added multiple layers which can be scrolled independently for a [[parallax scrolling]] effect.
 
== Use of side-scrolling ==
{{Multiple issues|section=y|{{Tone|section|date=March 2015}}{{Unreferenced section|date=February 2022}}}}
 
A common use of the side-scrolling format is in [[platformer]]s. ''[[Super Mario Bros.]]'' (1985) and ''[[Terraria]]'' (2011) are among the most famous side-scrollers of this type.<ref>{{Cite web |title=The Best Side-Scrolling Games of All Time |url=https://www.ranker.com/list/all-side-scrollings-list/reference |access-date=2022-10-04 |website=Ranker |language=en}}</ref>
 
The side-scrolling format is also popular among [[beat 'em up]]s, such as the ''[[Battletoads]]'' series. Often in beat 'em ups, the screen will lock into place until the enemies on screen are defeated.
 
Another popular use of the side-scrolling format is in the [[Shooter game|shooter genre]], such as in games like ''[[Gradius (video game)|Gradius]]'' and ''[[R-type]]''. In this game style, the player usually starts with a basic ship that flies from left to right and acquires [[Power-up]]s that allow them to face an ever-increasing horde of enemies. This genre traces its roots back to fast-paced games such as ''[[Defender (game)|Defender]]''.
 
With video games that use side-scrolling, 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 where 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 up]]s, such as in [[R-Type|R-type]], often side-scrolls by itself in such a way. The ''[[Mario]]'' series has used all three of these different ways of side-scrolling.
 
Typically, the screen of a side-scrolling video game follows the player character and tries to keep it near the center of the screen. 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.
 
Hardware support of smooth scrolling backgrounds is built into many [[Arcadearcade video game|arcade]] systems ands, some game consoles, and home computers,. includingExamples include [[8-bit consolescomputing|8-bit]] systems like the [[Atari 8-bit familycomputers]] and [[Nintendo Entertainment System]], and [[16-bit computing|16-bit]] consoles, such as the [[Super Nintendo Entertainment System|Super NES]] and [[Sega Mega Drive|Sega Genesis]]. These 16-bit consoles added multiple layers, which can be scrolled independently for a [[parallax scrolling]] effect.
A game can use the side-scrolling mechanic without being considered a side-scrolling game. One such game is [[Awesomenauts]], where a side-scrolling mechanic is used, but since the objective is not simply met by scrolling to the side, it is not considered a side-scroller.
 
== History ==
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{{see also|Shoot 'em up|Platform game|Racing game}}
 
[[Sega]]'s ''Bomber'' was a side-scrolling [[shooter video game]] released for arcades in April 1977.<ref>{{cite web |title=ボンバー |trans-title=Bomber |url=https://sega.jp/history/arcade/product/9580/ |website=[[Sega]] |access-date=2 May 2021 |language=ja}}</ref><ref>{{cite book|title=Sega Arcade History |date=2002 |series=[[Famitsu DC]] |publisher=[[Enterbrain]] |page=33 |url=https://archive.org/details/segaarcadehistoryfamitsudc/page/n34 |lang=ja}}</ref> Side-scrolling was later popularized by side-scrolling [[shoot 'em ups]] in the early 1980s. ''[[Defender (video game)|Defender]]'', demonstrated by [[Williams Electronics]] in late 1980 and entering production in early 1981, allowed side-scrolling in both directions in awith wrap-around game world, extending the boundaries of the game world, while also including a [[mini-map]] radar. ''[[Scramble (video game)|Scramble]]'', released by [[Konami]] in early 1981, had continuous scrolling in a single direction and was the first side-scroller with multiple distinct [[Level (video games)|levels]].<ref name="lecture">[http://www.cse.ucsc.edu/classes/cmps080k/Winter07/lectures/shmups.pdf Game Genres: Shmups], Professor Jim Whitehead, January 29, 2007. Retrieved June 17, 2008. {{Webarchive|url=https://web.archive.org/web/20130617091132/http://classes.soe.ucsc.edu/cmps080k/Winter07/lectures/shmups.pdf |date=June 17, 2013 }}</ref>
 
The first scrolling [[platform game]] was ''[[Jump Bug]]'', a platform-shooter released in 1981. Players controlcontrolled 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.<ref name="Leif Ericson Awards">[http://retro.ign.com/articles/861/861550p2.html IGN: The Leif Ericson Awards], [[IGN]]</ref> [[Taito]]'s first attempt at a side-scrolling [[Platform game|platformer]] was the arcade game ''[[Jungle Hunt|Jungle King]]'' (1982), later altered and renamed to ''Jungle Hunt'' due to legal controversy over similarities to [[Tarzan]].<ref>{{cite book |last1=Lendino |first1=Jamie |title=Attract Mode: The Rise and Fall of Coin-Op Arcade Games |date=27 September 2020 |publisher=Steel Gear Press |pages=222–3 |url=https://books.google.com/books?id=d6wCEAAAQBAJ&pg=PA222}}</ref>
 
The art of the side-scrolling format was then greatly enhanced by [[parallax scrolling]], which is used to givegives an illusion of depth. The background images are presented in multiple layers that scroll at different rates, thusso objects closer to the horizon scroll slower than objects closer to the viewer.<ref name="parallax">{{cite web |url=http://www.thocp.net/software/games/golden_age.htm#MoonPatrol |title=History of Computing: Video games - Golden Age |publisher=Thocp.net |access-date=2018-01-09 |url-status=dead |archive-url=https://web.archive.org/web/20180113081152/http://www.thocp.net/software/games/golden_age.htm#MoonPatrol |archive-date=2018-01-13 }}</ref> Some parallax scrolling was used in ''Jump Bug''.<ref name=purcaru>{{cite web|url=https://books.google.com/books?id=lB4PAwAAQBAJ&pg=PA181|title=Games vs. Hardware. The History of PC video games: The 80's|first=Bogdan Ion|last=Purcaru|date=13 March 2014|publisher=Purcaru Ion Bogdan|via=Google Books}}</ref> 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.<ref>{{cite book |last1=Uduslivii |first1=Igor |title=iPhone Game Blueprints |date=26 December 2013 |publisher=[[Packt Publishing Ltd]] |isbn=978-1-84969-027-0 |page=339 |url=https://books.google.com/books?id=C5R4AgAAQBAJ&pg=PT339}}</ref> ''Moon Patrol'' is often credited with popularizing parallax scrolling.<ref name="parallax"/> ''Jungle Hunt'' also had parallax scrolling,<ref>{{cite web|title=Jungle Hunt Was a Terrible Waste of Quarters|url=http://retrovolve.com/jungle-hunt-was-a-terrible-waste-of-quarters/|access-date=2015-03-27|archive-url=https://web.archive.org/web/20150402132140/http://retrovolve.com/jungle-hunt-was-a-terrible-waste-of-quarters/|archive-date=2015-04-02|url-status=live}}</ref> and was released the same month as ''Moon Patrol'' in June 1982.<ref>{{cite book |last1=Akagi |first1=Masumi |title=アーケードTVゲームリスト国内•海外編(1971-2005) |trans-title=Arcade TV Game List: Domestic • Overseas Edition (1971-2005) |date=13 October 2006 |publisher=Amusement News Agency |lang=ja |___location=Japan |isbn=978-4990251215 |pages=13, 42 |url=https://archive.org/details/ArcadeGameList1971-2005/page/n14}}</ref>
 
[[Activision]] published two side-scrolling [[racing games]] for the [[Atari VCS]] in 1982: the biplane-based ''[[Barnstorming (video game)|Barnstorming]]''<ref>{{cite web |title=Barnstorming |website=Atari Mania |url=http://www.atarimania.com/game-atari-2600-vcs-barnstorming_11534.html}}</ref> and the top-view ''[[Grand Prix (video game)|Grand Prix]]''. By 1984, there were other racing games played from a side-scrolling view, including [[Nintendo]]'s ''[[Excitebike]]''<ref>{{KLOV game|id=7725|name=Excitebike}},</ref> [[SNK]]'s ''[[List of SNK games#1984|Jumping Cross]]{{Broken anchor|date=2024-09-20|bot=User:Cewbot/log/20201008/configuration|target_link=List of SNK games#1984|reason= }}''.<ref>{{KLOV game|id=12730|name=Jumping Cross}}</ref> and ''[[Mystic Marathon]]'' from [[Williams Electronics]], a footrace between fantasy creatures.<ref>{{cite web|title=Mystic Marathon|url=http://www.arcade-museum.com/game_detail.php?game_id=8803|website=Arcade Museum}}</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 memorize 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, [https://archive.today/2012.07.03-14491820120703144918/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>
 
===Side-scrolling character action games (1984–1995)===
{{see also|Action game}}
 
In the mid-1980s, side-scrolling character [[action gamesgame]]s (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 [[platformersplatform 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 charactercharacters [[Sprite (computer graphics)|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.<ref name="Williams">{{cite book |last1=Williams |first1=Andrew |title=History of Digital Games: Developments in Art, Design, and Interaction |date=16 March 2017 |publisher=[[CRC Press]] |isbn=978-1-317-50381-1 |pages=143-6, 152-4}}</ref>
 
The most notable early example was [[Irem]]'s ''[[Kung-Fu Master (video game)|Kung-Fu Master]]'' (1984),<ref name="Williams"/> the first and most influential side-scrolling [[martial arts]] action game.<ref name="Gregersen">{{cite book |last=Gregersen |first=Andreas |chapter=Hit It: Core Cognitive Structures and the Fighting Game |editor-last1=Perron |editor-first1=Bernard |editor-last2=Schröter |editor-first2=Felix |title=Video Games and the Mind: Essays on Cognition, Affect and Emotion |date=19 July 2016 |publisher=[[McFarland & Company]] |isbn=978-1-4766-2627-7 |pages=61–3 |chapter-url=https://books.google.com/books?id=ZPXBDAAAQBAJ&pg=PA62}}</ref> It adapted combat mechanics similar to single-screen [[fighting game]] ''[[Karate Champ]]'' (1984) for a side-scrolling format,<ref name="Gregersen"/> 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),<ref name="tao1"/><ref name="thegamesmachine">{{cite web |last1=Dellafrana |first1=Danilo |title=Le origini di Street Fighter |url=https://www.thegamesmachine.it/speciali/90208/street-fighter/ |website=[[The Games Machine]] |access-date=20 March 2021 |language=it-IT |date=29 August 2017}}</ref> and had elements such as end-of-level [[boss battles]]<ref name="Guardian">{{cite news |last1=Stuart |first1=Keith |title=Bruce Lee, UFC and why the martial arts star is a video game hero |url=https://www.theguardian.com/technology/2014/apr/09/bruce-lee-ea-sports- |access-date=20 July 2020 |work=[[The Guardian]] |date=9 April 2014}}</ref> as well as [[health meter]]s for the [[player character]] and bosses.<ref name="Williams"/>
 
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 video game)|Shinobi]]'' (1987), [[beat 'em up]] games such as [[Technōs Japan]]'s ''[[Renegade (video game)|Renegade]]'' (1986) and ''[[Double Dragon (video game)|Double Dragon]]'' (1987),<ref name="Williams"/> and [[Runrun and gun video game|run-and-gun]] shooterss such as [[Namco]]'s ''[[Rolling Thunder (video game)|Rolling Thunder]]'' (1986)<ref name="Williams"/> and [[Treasure (company)|Treasure]]'s ''[[Gunstar Heroes]]'' (1993).<ref>{{cite magazine |title=Viewpoint |magazine=[[GameFan]] |date=September 1993 |volume=1 |issue=10 |pages=14–5 |url=https://archive.org/details/Gamefan_Vol_1_Issue_10/page/n13/mode/2up}}</ref> ''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|access-date=2007-01-31}}</ref> notably had levels that extend in all directions, while maintained a side-view format. On [[home computers]], such as the martial arts game ''[[Karateka (video 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 platformersplatform games like ''[[Super Mario Bros.]]'' (1985),<ref>{{cite book |last1=Horowitz |first1=Ken |title=Playing at the Next Level: A History of American Sega Games |date=21 October 2016 |publisher=[[McFarland & Company]] |isbn=978-0-7864-9994-6 |page=82 |url=https://books.google.com/books?id=hxhmDQAAQBAJ&pg=PT94}}</ref> ''[[Sonic the Hedgehog (1991 video game) |Sonic the Hedgehog]]'' (1991)<ref>{{cite book |title=Conference Proceedings: Conference, March 15-19 : Expo, March 16-18, San Jose, CA : the Game Development Platform for Real Life |date=1999 |publisher=The Conference |page=299 |url=https://books.google.com/books?id=_UA-AQAAIAAJ |quote=what do you get if you put ''Sonic the Hedgehog'' (or any other character action game for that matter) in 3D}}</ref> and ''[[Bubsy]]'' (1993).<ref>{{cite magazine |title=Now Playing |magazine=[[Nintendo Power]] |date=July 1993 |issue=50 |pages=102–4 |url=https://archive.org/details/Nintendo_Power_Issue001-Issue127/Nintendo%20Power%20Issue%20050%20July%201993/page/n105/mode/2up}}</ref> ''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 monetization|video game market]] (which had [[video game crash of 1983|crashed in 1983]]).<ref name="Williams"/> It combined the platform gameplay of ''[[Donkey Kong (videoarcade game)|Donkey Kong]]'' (1981) and ''[[Mario Bros.]]'' (1983) with side-scrolling elements from the racer ''Excitebike'' and the beat 'em up ''Kung-Fu Master'',<ref name="Horowitz"/><ref name="Miyamoto"/> and was more expansive than earlier side-scrollers,<ref name="Williams"/> striking a balance between [[Arcade genre|arcade-like]] action and longer play sessions suited for home systems.<ref name="Williams"/>
 
====Beat 'em ups====
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In 1984, [[Hong Kong action cinema|Hong Kong cinema]]-inspired ''[[Kung-Fu Master (video game)|Kung-Fu Master]]'' laid the foundations for side-scrolling [[beat 'em up]]s, by simplifying the combat of ''Karate Champ'' and introducing numerous enemies along a side-scrolling playfield.<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> In 1986, [[Technōs Japan]]'s ''[[Renegade (video game)|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.<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 [[Belt scroll|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. Retrieved March 24, 2009.</ref>
 
In 1987, the release of ''[[Double Dragon (video game)|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'',<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="tao2"/><ref name="ddhof">Cassidy, William, [http://www.gamespy.com/articles/488/488826p1.html Hall of Fame: Double Dragon] {{webarchive|url=https://web.archive.org/web/20090818045122/http://www.gamespy.com/articles/488/488826p1.html |date=2009-08-18 }}, ''Gamespy'', Jan 5, 2003, Accessed, March 24, 2009</ref> ''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 (video game)|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] {{webarchive|url=https://web.archive.org/web/20080701021834/http://www.snk-capcom.com/didyouknow/archives/00000001.htm |date=2008-07-01 }}, [[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 Final Fight Review] {{webarchive|url=https://web.archive.org/web/20090707140056/http://uk.gamespot.com/wii/action/finalfight/review.html |date=2009-07-07 }}, ''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] {{webarchive|url=https://web.archive.org/web/20090201032925/http://kotaku.com/244633/clip-top-ten-beat-em-ups |date=2009-02-01 }}, ''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] {{Webarchive|url=https://web.archive.org/web/20140101235900/http://www.hardcoregaming101.net/finalfight/finalfight.htm |date=2014-01-01 }}, ''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] {{webarchive|url=https://web.archive.org/web/20070128205017/http://uk.gamespot.com/wii/action/goldenaxegen/review.html |date=2007-01-28 }}, ''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] {{webarchive|url=https://web.archive.org/web/20090818050558/http://www.gamespy.com/articles/495/495400p1.html |date=2009-08-18 }}, ''GameSpy'', June 8, 2003. Retrieved March 24, 2009.</ref>
 
====Scrolling platformersplatform games====
{{Main|Platform game}}
 
In 1984, ''[[Pac-Land]]'' took the scrolling platformerplatform game a step further. 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|access-date=2006-11-21}}</ref> but it more closely resembled later scrolling platformers like ''[[Wonder Boy]]'' and ''[[Super Mario Bros.]]'' It also has multi-layered [[parallax scrolling]].<ref>{{cite web | url=http://www.densetsu.com/display.php?id=3&style=alphabetical | title=Namco History Vol 4| publisher=Anime Densetsu |access-date=2006-11-24}}</ref> The same year, [[Sega]] released ''[[Flicky]]'',<ref>{{cite web | url=http://www.arcade-museum.com/game_detail.php?game_id=7825 | title=KLOV: Flicky| publisher=[[Killer List of Videogames|KLOV]]|access-date=2007-01-31}}</ref> 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.<ref>{{cite web | url=http://www.arcade-history.com/?n=dragon-buster&page=detail&id=694 | title=Dragon Buster |publisher=Arcade History|access-date=2007-01-31}}</ref>
 
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 genre|arcade-like]] action and longer play sessions suited for home systems, helping to reinvigorate the North American home video game market.<ref name="Williams"/> 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''.<ref name="Horowitz">{{cite book |last1=Horowitz |first1=Ken |title=Beyond Donkey Kong: A History of Nintendo Arcade Games |date=30 July 2020 |publisher=[[McFarland & Company]] |isbn=978-1-4766-4176-8 |page=149 |url=https://books.google.com/books?id=UXD0DwAAQBAJ&pg=PA149}}</ref><ref name="Miyamoto">{{cite AV media |people=[[Shigeru Miyamoto]] |date=December 2010 |title=Super Mario Bros. 25th Anniversary - Interview with Shigeru Miyamoto #2 |language=Japanese |url=https://www.youtube.com/watch?v=DNa0M1gymgA | archive-url=https://ghostarchive.org/varchive/youtube/20211118/DNa0M1gymgA| archive-date=2021-11-18 | url-status=live|publisher=[[Nintendo Channel]] |access-date=12 April 2021}}{{cbignore}}</ref> 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.<ref name="Williams"/>
 
''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 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=Hardcore Gaming 101 | access-date=2010-02-04 | archive-date=2010-01-07 | archive-url=https://web.archive.org/web/20100107185101/http://www.hardcoregaming101.net/wonderboy/wonderboy.htm | url-status=dead }}</ref>
 
====Run- and-gun shootersgun====
{{See|Run- and- gun shootervideo game|Shooter game}}
 
In 1984, ''[[Bangai-O#Series|Hover Attack]]'' for the [[Sharp X1]] was an early [[Run and gun (video game)|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.<ref name="Leif Ericson Awards"/>
 
[[Run and gun game|Run-and-gun]]video shootersgames became popular during the mid-to-late 1980s, with titles such as [[Konami]]'s ''[[Rush'n Attack|Green Beret]]'' (1985)<ref name="denofgeek">{{cite news |last1=Lambie |first1=Ryan |title=Operation Wolf: The Ultimate '80s Military Gun Game |url=https://www.denofgeek.com/games/operation-wolf-the-ultimate-80s-military-gun-game/ |access-date=23 April 2021 |work=[[Den of Geek]] |date=1 March 2015}}</ref> and [[Namco]]'s ''[[Rolling Thunder (video game)|Rolling Thunder]]'' (1986).<ref name="Williams"/> 1987's ''[[Contra (video game)|Contra]]'' was acclaimed for its multi-directional aiming and two-player cooperative gameplay.<ref>{{Cite web|title=Consider Yourself a Hero: A Retro NES Review of Contra|url=https://theoldschoolgamevault.com/blog/reviews/contra|access-date=2020-07-07|website=theoldschoolgamevault.com|language=en-gb}}</ref> However, by the early 1990s and with 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.
 
===IBM PC compatibles===
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 familycomputers]]<ref>{{cite book|title=De Re Atari|date=1982|publisher=Atari, Inc.|url=http://www.atariarchives.org/dere/chapt06.php|chapter=Chapter 6: Scrolling}}</ref> and [[Commodore 64Famicom]], but IBM compatible [[IBM PC|PCscompatible]]s did not. Smooth scrolling on IBM PCs inusing softwarethe [[Color Graphics Adapter]] was a challenge for developers.{{Citation needed|date=July 2024}} There were a small number of IBM PC compatible ports of smooth scrolling arcade games in the early 1980s, including ''[[Moon Patrol]]'' <ref>{{cite web|title=Moon Patrol (1983) DOS PC Game CGA Graphics|url=https://www.youtube.com/watch?v=tZJkp_BjvEk| archive-url=https://ghostarchive.org/varchive/youtube/20211118/tZJkp_BjvEk| archive-date=2021-11-18 | url-status=live|website=YouTube| date=13 November 2014 }}{{cbignore}}</ref> and ''[[Defender (video game)|Defender]]''.<ref>{{cite web|title=Defender IBM PC Booter Gameplay (Atarisoft 1983)|url=https://www.youtube.com/watch?v=lzng3KQaMak| archive-url=https://web.archive.org/web/20151208175006/https://www.youtube.com/watch?v=lzng3KQaMak| archive-date=2015-12-08 | url-status=dead|website=YouTube}}</ref> The second version of ''[[Sopwith (video game)|Sopwith]]'', released in 1986, also featuredhad smooth scrolling.
 
In 1990 [[John D. Carmack|John Carmack]], then working for [[Softdisk]], developedcombined ahorizontal smooth scrolling feature of the [[Enhanced Graphics Adapter]] with a software technique knownhe ascalled [[adaptive tile refresh]]. The techniqueIt was demonstrated in the [[Proof of concept|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.<ref>{{cite web |url=http://planetromero.com/games/dangerous-dave-in-copyright-infringement |title=Planet Romero: Dangerous Dave in "Copyright Infringement" |author=John Romero |author-link=John Romero |access-date=18 July 2012 |url-status=dead |archive-url=https://web.archive.org/web/20120722021622/http://planetromero.com/games/dangerous-dave-in-copyright-infringement |archive-date=22 July 2012 }}</ref> The success of the demonstrationThis led Carmack and others at Softdisk to resign and form their own company, [[id Software]]. Id Software went on to developreleased ''[[Commander Keen]]'' thatthe same year, which was the first publicly available PCMS-DOS [[platform game]] to featurewith smoothly-scrolling graphics.<ref>{{cite web |url=http://www.guinnessworldrecords.com/records-6000/first-pc-platform-game-to-feature-smooth-scrolling/ |title=Guinness World Records: First PC platform game to feature smooth scrolling |access-date=18 July 2012}}</ref>
 
==See also==
Line 82 ⟶ 67:
* [[Scrolling]]
* [[Vertically scrolling video game]]
* [[Platformer]]
 
==References==
{{Reflist}}
 
* [[Steven L. Kent]]. ''[[The Ultimate History of Video Games]]'', {{ISBN|9780761536437}}
==Sources==
* [[Steven L. Kent]] (2001). ''[[The Ultimate History of Video Games]]'',. {{ISBN|9780761536437}}.
 
{{Video game genre}}
 
{{DEFAULTSORT:Side-Scrolling Video Game}}
[[Category:Side-scrolling video games| ]]
[[Category:Video game gameplaydesign]]
[[Category:Video game graphics]]
[[Category:Video game genres]]