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This is often a ScrappyMechanic, especially when the screen is ratcheted vertically, where any platforms that disappear even a few pixels off the screen edge leave {{Bottomless Pit}}s in their wake, in defiance of all logic.
to:
This is often a ScrappyMechanic, especially when the screen is ratcheted vertically, where any platforms that disappear even a few pixels off the screen edge leave {{Bottomless Pit}}s BottomlessPits in their wake, in defiance of all logic.
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Wick swap
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** ''[[VideoGame/NewSuperMarioBros1 New Super Mario Bros.]]'' for DS has "Challenge Mode" that enables this, accessed by pausing on the map screen and entering a code[[note]]L, R, L, R, X, X, Y, Y[[/note]]. Special mention goes to the vertical-scrolling levels, which become an ''VideoGame/IceClimber'' or ''VideoGame/KidIcarus''-style RiseToTheChallenge.
to:
** ''[[VideoGame/NewSuperMarioBros1 New Super Mario Bros.]]'' for DS has "Challenge Mode" that enables this, accessed by pausing on the map screen and entering a code[[note]]L, R, L, R, X, X, Y, Y[[/note]]. Special mention goes to the vertical-scrolling levels, which become an ''VideoGame/IceClimber'' or ''VideoGame/KidIcarus''-style ''[[VideoGame/KidIcarus1986 Kid Icarus]]''-style RiseToTheChallenge.
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* ''VideoGame/{{Battletoads}}'' for the UsefulNotes/GameBoy, NES, etc. However, some levels were free-scrolling.
to:
* ''VideoGame/{{Battletoads}}'' for the UsefulNotes/GameBoy, Platform/GameBoy, NES, etc. However, some levels were free-scrolling.
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** The [[VideoGame/SonicTheHedgehog18Bit 8-bit version of]] ''[[VideoGame/SonicTheHedgehog18Bit Sonic the Hedgehog]]'' has [[RiverOfInsanity Bridge Zone]] Act 2 and [[JungleJapes Jungle Zone]] Act 2; the former automatically scrolls right and the latter doesn't scroll down. The latter is thankfully absent in the UsefulNotes/GameGear version.
to:
** The [[VideoGame/SonicTheHedgehog18Bit 8-bit version of]] ''[[VideoGame/SonicTheHedgehog18Bit Sonic the Hedgehog]]'' has [[RiverOfInsanity Bridge Zone]] Act 2 and [[JungleJapes Jungle Zone]] Act 2; the former automatically scrolls right and the latter doesn't scroll down. The latter is thankfully absent in the UsefulNotes/GameGear Platform/GameGear version.
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* ''Creatures'' for the UsefulNotes/Commodore64 scrolls only to the right, making it important to backtrack to some bonuses before they get scrolled off the screen.
to:
* ''Creatures'' for the UsefulNotes/Commodore64 Platform/Commodore64 scrolls only to the right, making it important to backtrack to some bonuses before they get scrolled off the screen.
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-->-- '''Rob Balder''' as [[Franchise/SuperMarioBros Bowser]], ''[[{{VideoGame/Portal}} Still Annoyed -]] [[https://www.youtube.com/watch?v=5MQ9wSfuFPI The Bowser Song]]''
to:
-->-- '''Rob Balder''' as [[Franchise/SuperMarioBros Bowser]], ''[[{{VideoGame/Portal}} ''[[VideoGame/{{Portal}} Still Annoyed -]] [[https://www.youtube.com/watch?v=5MQ9wSfuFPI The Bowser Song]]''
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This is similar to an AutoScrollingLevel, except that the scrolling does not occur by itself, but in response to the player's movement through the level. Like the nature of a [[http://en.wikipedia.org/wiki/Ratchet_%28device%29 mechanical ratchet]], it scrolls forward freely as the player moves, but 'locks' in place and prevents the player from backtracking.
to:
This is similar to an AutoScrollingLevel, except that the scrolling does not occur by itself, but in response to the player's movement through the level. Like the nature of a [[http://en.[[https://en.wikipedia.org/wiki/Ratchet_%28device%29 mechanical ratchet]], it scrolls forward freely as the player moves, but 'locks' in place and prevents the player from backtracking.
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** ''[[VideoGame/NewSuperMarioBros1 New Super Mario Bros.]]'' for DS has "Challenge Mode" that enables this, accessed by pausing on the map screen and entering a code[[note:L, R, L, R, X, X, Y, Y[[/note]]. Special mention goes to the vertical-scrolling levels, which become an ''VideoGame/IceClimber'' or ''VideoGame/KidIcarus''-style RiseToTheChallenge.
to:
** ''[[VideoGame/NewSuperMarioBros1 New Super Mario Bros.]]'' for DS has "Challenge Mode" that enables this, accessed by pausing on the map screen and entering a code[[note:L, code[[note]]L, R, L, R, X, X, Y, Y[[/note]]. Special mention goes to the vertical-scrolling levels, which become an ''VideoGame/IceClimber'' or ''VideoGame/KidIcarus''-style RiseToTheChallenge.
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"Not to be confused with" cleanup.
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The name has nothing to do with a certain [[{{Transformers}} Autobot Medic]], [[WesternAnimation/WidgetTheWorldWatcher Widget's Evil Twin]], [[WesternAnimation/{{Robots}} the usurper head of Bigweld Industries]], or a [[VideoGame/RatchetAndClank feline-resembling alien with a robot companion]].
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** ''[[VideoGame/NewSuperMarioBros1 New Super Mario Bros.]]'' for DS has "Challenge Mode". On side-scrolling levels it enables this; on vertical-scrolling levels it becomes an ''VideoGame/IceClimber'' or ''VideoGame/KidIcarus''-style RiseToTheChallenge.
** The ''Deluxe'' GBC port of the original game lets you backtrack to a certain extent, because the game is pixel-for-pixel and the Game Boy screen is smaller than the NES output screen.
** The ''Deluxe'' GBC port of the original game lets you backtrack to a certain extent, because the game is pixel-for-pixel and the Game Boy screen is smaller than the NES output screen.
to:
** While the ''Deluxe'' GBC port of [[VideoGame/SuperMarioBros1 the original game]] retains this trope, it does lets you backtrack to a certain extent, because there's less of the game visible on the Game Boy screen compared to the NES on a TV.
** ''[[VideoGame/NewSuperMarioBros1 New Super Mario Bros.]]'' for DS has "ChallengeMode". On side-scrolling levels it Mode" that enables this; this, accessed by pausing on the map screen and entering a code[[note:L, R, L, R, X, X, Y, Y[[/note]]. Special mention goes to the vertical-scrolling levels it becomes levels, which become an ''VideoGame/IceClimber'' or ''VideoGame/KidIcarus''-style RiseToTheChallenge.
** The ''Deluxe'' GBC port of the original game lets you backtrack to a certain extent, because the game is pixel-for-pixel and the Game Boy screen is smaller than the NES output screen.RiseToTheChallenge.
** ''[[VideoGame/NewSuperMarioBros1 New Super Mario Bros.]]'' for DS has "Challenge
** The ''Deluxe'' GBC port of the original game lets you backtrack to a certain extent, because the game is pixel-for-pixel and the Game Boy screen is smaller than the NES output screen.
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* ''Kick Master'' doesn't let you go backward; while it's a largely linear game, there are many hidden items that can be missed.
to:
* ''Kick Master'' ''VideoGame/KickMaster'' doesn't let you go backward; while it's a largely linear game, there are many hidden items that can be missed.
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* The original ''VideoGame/{{Glider}}'' had this.
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* The original ''VideoGame/{{Glider}}'' had this.combined this with FlipScreenScrolling.
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Merged per TRS
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This is often a ClassicVideoGameScrewYou, especially when the screen is ratcheted vertically, where any platforms that disappear even a few pixels off the screen edge leave {{Bottomless Pit}}s in their wake, in defiance of all logic.
to:
This is often a ClassicVideoGameScrewYou, ScrappyMechanic, especially when the screen is ratcheted vertically, where any platforms that disappear even a few pixels off the screen edge leave {{Bottomless Pit}}s in their wake, in defiance of all logic.
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* In {{VideoGame/OneWayHeroics}}, once something is scrolled off to the left, it's consumed by the Darkness and you can't go back. In fact, trying to go off the left side of the automatically-scrolling screen is an instant Game Over.
to:
* In {{VideoGame/OneWayHeroics}}, ''VideoGame/OneWayHeroics'', once something is scrolled off to the left, it's consumed by the Darkness and you can't go back. In fact, trying to go off the left side of the automatically-scrolling screen is an instant Game Over.
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Band members confirmed this wasn't the intent
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* Music/GoodKid: Referenced in "Down With The King". The song sounds like an ancient historical epic upon first listen, but actually turns out to be about playing a video game (with many references to ''VideoGame/SuperMarioBros1'' in particular). This is clued with one of the first lines: "Now every step I take is on the line / And each move right wipes out what's left behind."
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* ''[[https://www.newgrounds.com/portal/view/749953 Curse of the eastern god]]'' implements this scrolling type, justified in-universe as a type of curse (although the player can't scroll left from the starting position). The player meets others that likewise crossed the barrier that, and are stuck against an invisible wall if they try to go back.
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* Music/GoodKid: Referenced in "Down With The King". The song sounds like an ancient historical epic upon first listen, but actually turns out to be about playing a video game (with many references to ''VideoGame/SuperMarioBros1'' in particular). This is clued with one of the first lines: "Now every step I take is on the line / And each move right wipes out what's left behind."
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cleaned up
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* Journet to Silius does this as well and is even older than Amagon.
to:
* Journet Journey to Silius does this as well and is even older than Amagon.
[[folder:Pinball]]
* Done in the VideoMode for Gottlieb's ''Pinball/SuperMarioBros'', which features a simplified ''Super Mario Bros.'' video game.
* The VideoMode for ''Harley Davidson: Third Edition'' has an isometric scrolling road that only goes forward.
* Done in the VideoMode of ''Pinball/DoctorWho'', done similarly to the ''Mario'' example above.
[[/folder]]
* Done in the VideoMode for Gottlieb's ''Pinball/SuperMarioBros'', which features a simplified ''Super Mario Bros.'' video game.
* The VideoMode for ''Harley Davidson: Third Edition'' has an isometric scrolling road that only goes forward.
* Done in the VideoMode of ''Pinball/DoctorWho'', done similarly to the ''Mario'' example above.
[[/folder]]
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* ''[[VideoGame/RenAndStimpy Ren & Stimpy: Space Cadet Adventures]]''
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[[folder:Pinball]]
* Done in the VideoMode for Gottlieb's ''Pinball/SuperMarioBros'', which features a simplified ''Super Mario Bros.'' video game.
* The VideoMode for ''Harley Davidson: Third Edition'' has an isometric scrolling road that only goes forward.
* Done in the VideoMode of ''Pinball/DoctorWho'', done similarly to the ''Mario'' example above.
[[/folder]]
* Done in the VideoMode for Gottlieb's ''Pinball/SuperMarioBros'', which features a simplified ''Super Mario Bros.'' video game.
* The VideoMode for ''Harley Davidson: Third Edition'' has an isometric scrolling road that only goes forward.
* Done in the VideoMode of ''Pinball/DoctorWho'', done similarly to the ''Mario'' example above.
[[/folder]]
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** The original ''VideoGame/SuperMarioBros1'', the ''[[VideoGame/SuperMarioBrosTheLostLevels Lost Levels]]'' MissionPackSequel, and ''VideoGame/SuperMarioLand''. Due to the way the levels were compressed, you can't go back once the screen advances. The invisible checkpoints in levels are frequently located after a useful power-up, making some players almost pray for CheckpointStarvation instead.
to:
** The Due to the way the levels were compressed in the original ''VideoGame/SuperMarioBros1'', the ''[[VideoGame/SuperMarioBrosTheLostLevels Lost Levels]]'' MissionPackSequel, and ''VideoGame/SuperMarioLand''. Due to the way the levels were compressed, ''VideoGame/SuperMarioLand'', you can't go back once the screen advances. The invisible checkpoints in levels are frequently located after a useful power-up, making some players almost pray for CheckpointStarvation instead.
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** The original ''VideoGame/SuperMarioBros1'', the ''[[VideoGame/SuperMarioBrosTheLostLevels Lost Levels]]'' MissionPackSequel, and ''VideoGame/SuperMarioLand''. The way the levels were compressed required this. The invisible checkpoints in levels were frequently located after a useful power-up, making some players almost pray for CheckpointStarvation instead.
to:
** The original ''VideoGame/SuperMarioBros1'', the ''[[VideoGame/SuperMarioBrosTheLostLevels Lost Levels]]'' MissionPackSequel, and ''VideoGame/SuperMarioLand''. The Due to the way the levels were compressed required this. compressed, you can't go back once the screen advances. The invisible checkpoints in levels were are frequently located after a useful power-up, making some players almost pray for CheckpointStarvation instead.
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** The UsefulNotes/SegaMasterSystem version of ''[[VideoGame/SonicTheHedgehog1 Sonic 1]]'' has [[RiverOfInsanity Bridge Zone]] Act 2 and [[JungleJapes Jungle Zone]] Act 2; the former automatically scrolls right and the latter doesn't scroll down. The latter is thankfully absent in the UsefulNotes/GameGear version.
to:
** The UsefulNotes/SegaMasterSystem [[VideoGame/SonicTheHedgehog18Bit 8-bit version of ''[[VideoGame/SonicTheHedgehog1 of]] ''[[VideoGame/SonicTheHedgehog18Bit Sonic 1]]'' the Hedgehog]]'' has [[RiverOfInsanity Bridge Zone]] Act 2 and [[JungleJapes Jungle Zone]] Act 2; the former automatically scrolls right and the latter doesn't scroll down. The latter is thankfully absent in the UsefulNotes/GameGear version.
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In early video games, Ratchet Scrolling was a way to improve performance. If the player could only scroll in one direction, game objects and enemies could be created when they enter the screen and erased as soon as they scroll out, reducing memory usage. Though this is now mostly a ForgottenTrope, only seen occasionally in simple phone games like 'VideoGame/DoodleJump'', it was once incredibly common (particularly in {{Platform Game}}s).
to:
In early video games, Ratchet Scrolling was a way to improve performance. If the player could only scroll in one direction, game objects and enemies could be created when they enter the screen and erased as soon as they scroll out, reducing memory usage. Though this is now mostly a ForgottenTrope, only seen occasionally in simple phone games like 'VideoGame/DoodleJump'', ''VideoGame/DoodleJump'', it was once incredibly common (particularly in {{Platform Game}}s).
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In a video game, Ratchet Scrolling occurs when the game screen only scrolls in one direction and prevents the player from backtracking.
to:
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This is often a ClassicVideoGameScrewYou, especially when the screen is ratcheted vertically, where any platforms that disappear even a few pixels off the screen edge may leave {{Bottomless Pit}}s in their wake, in defiance of all logic.
In early video games, Ratchet Scrolling was a way to improve performance. If the player could only scroll in one direction, game objects and enemies could be created when they enter the screen and erased as soon as they scroll out, reducing memory usage. A ForgottenTrope now, but was once common, particularly in {{Platform Game}}s.
In early video games, Ratchet Scrolling was a way to improve performance. If the player could only scroll in one direction, game objects and enemies could be created when they enter the screen and erased as soon as they scroll out, reducing memory usage. A ForgottenTrope now, but was once common, particularly in {{Platform Game}}s.
to:
This is often a ClassicVideoGameScrewYou, especially when the screen is ratcheted vertically, where any platforms that disappear even a few pixels off the screen edge may leave {{Bottomless Pit}}s in their wake, in defiance of all logic.
In early video games, Ratchet Scrolling was a way to improve performance. If the player could only scroll in one direction, game objects and enemies could be created when they enter the screen and erased as soon as they scroll out, reducing memory usage.A ForgottenTrope now, but Though this is now mostly a ForgottenTrope, only seen occasionally in simple phone games like 'VideoGame/DoodleJump'', it was once common, particularly incredibly common (particularly in {{Platform Game}}s.
Game}}s).
In early video games, Ratchet Scrolling was a way to improve performance. If the player could only scroll in one direction, game objects and enemies could be created when they enter the screen and erased as soon as they scroll out, reducing memory usage.
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** The ''Deluxe'' port of the original game lets you backtrack to a certain extent, because the game is pixel-for-pixel and the Game Boy screen is smaller than the NES output screen.
* ''VideoGame/SonicTheHedgehog'':
* ''VideoGame/SonicTheHedgehog'':
to:
** The ''Deluxe'' GBC port of the original game lets you backtrack to a certain extent, because the game is pixel-for-pixel and the Game Boy screen is smaller than the NES output screen.
*''VideoGame/SonicTheHedgehog'':The ''VideoGame/SuperMarioWorld'' GameMod ''VideoGame/HammerBrother'' has this. Unfortunately, you have to go left or backwards at certain points, making it extremely easy to get stuck at random.
* The level called Kinder Surprise in ''VideoGame/{{Something}}'' uses this particular gimmick. It makes dodging the Kinder Surprise eggs much harder. Also, Mario can take the wrong path at some points, but fortunately the are reset doors available.
* ''Franchise/SonicTheHedgehog'':
*
* The level called Kinder Surprise in ''VideoGame/{{Something}}'' uses this particular gimmick. It makes dodging the Kinder Surprise eggs much harder. Also, Mario can take the wrong path at some points, but fortunately the are reset doors available.
* ''Franchise/SonicTheHedgehog'':
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* ''Syobon Action'' abuses ratchet scrolling to [[PlatformHell torment the player]].
to:
* ''Syobon Action'' ''VideoGame/SyobonAction'' abuses ratchet scrolling to [[PlatformHell torment the player]].
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* The ''VideoGame/SuperMarioWorld'' GameMod ''VideoGame/HammerBrother'' has this. Unfortunately, it sucks as a result, because you have to go left or backwards at certain points, making it extremely easy to get stuck at random.
* The level called Kinder Surprise in ''VideoGame/{{Something}}'' uses this particular gimmick. It makes dodging the Kinder Surprise eggs much harder. Also, Mario can take the wrong path at some points, but fortunately the are reset doors available.
* All of the platformer games in ''VideoGame/Action52'' use this. One of its top view games, Dam Busters, also has this, and it can easily get you stuck in an area that keeps you from moving forward, forcing you to reset the game.
* The level called Kinder Surprise in ''VideoGame/{{Something}}'' uses this particular gimmick. It makes dodging the Kinder Surprise eggs much harder. Also, Mario can take the wrong path at some points, but fortunately the are reset doors available.
* All of the platformer games in ''VideoGame/Action52'' use this. One of its top view games, Dam Busters, also has this, and it can easily get you stuck in an area that keeps you from moving forward, forcing you to reset the game.
to:
* The level called Kinder Surprise in ''VideoGame/{{Something}}'' uses this particular gimmick. It makes dodging the Kinder Surprise eggs much harder. Also, Mario can take the wrong path at some points, but fortunately the are reset doors available.
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Note that the name has nothing to do with a certain [[{{Transformers}} Autobot Medic]], [[WesternAnimation/WidgetTheWorldWatcher Widget's Evil Twin]], [[WesternAnimation/{{Robots}} the usurper head of Bigweld Industries]], or a [[VideoGame/RatchetAndClank feline-resembling alien with a robot companion]].
to:
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* Pretty much all ''VideoGame/{{Action 52}}'' side scrollers. Can get you stuck in an {{Unwinnable}} situation, as in ''Dam Busters'' and ''Non Human''.
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** The [[UsefulNotes/SegaMasterSystem Master System]] version of ''[[VideoGame/SonicTheHedgehog1 Sonic 1]]'' has [[RiverOfInsanity Bridge Zone]] Act 2 and [[JungleJapes Jungle Zone]] Act 2; the former automatically scrolls right and the latter doesn't scroll down. The latter is thankfully absent in the UsefulNotes/GameGear version.
to:
** The [[UsefulNotes/SegaMasterSystem Master System]] UsefulNotes/SegaMasterSystem version of ''[[VideoGame/SonicTheHedgehog1 Sonic 1]]'' has [[RiverOfInsanity Bridge Zone]] Act 2 and [[JungleJapes Jungle Zone]] Act 2; the former automatically scrolls right and the latter doesn't scroll down. The latter is thankfully absent in the UsefulNotes/GameGear version.
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* ''Syobon Action'' abuses it to [[PlatformHell torment the player]].
to:
* ''Syobon Action'' abuses it ratchet scrolling to [[PlatformHell torment the player]].
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* ''VideoGame/AdventureIsland I'' and ''III'' feature this. ''II'' has arbitrary points after which the screen couldn't scroll backwards anymore, but otherwise scrolling is two-directional. ''III'' has two-directional ''vertical'' scrolling and the only time there was two-directional horizontal scrolling was in stage 2-6.
* ''Kid Kool'', obviously modeled on the example of ''Super Mario Bros.'', disallowed going backwards. Its SpiritualSuccessor ''VideoGame/PsychoFox'' followed suit.
* ''Kid Kool'', obviously modeled on the example of ''Super Mario Bros.'', disallowed going backwards. Its SpiritualSuccessor ''VideoGame/PsychoFox'' followed suit.
to:
* ''VideoGame/AdventureIsland I'' and ''III'' feature this. horizontal scrolling limited to the right side. ''II'' has arbitrary points after which the screen couldn't scroll backwards anymore, but otherwise scrolling is otherwise two-directional. ''III'' has two-directional ''vertical'' scrolling and scrolling, with stage 3-6 being the only time there was two-directional horizontal scrolling was in stage 2-6.
the screen can scroll to the left.
*''Kid Kool'', ''VideoGame/KidKool'', obviously modeled on the example of ''Super Mario Bros.'', disallowed going backwards. Its SpiritualSuccessor ''VideoGame/PsychoFox'' followed suit.
*
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* All of the platformer games in ''VideoGame/{{Action 52}}'' use this. One of its top view games, Dam Busters, also has this, and it can easily get you stuck in an area that keeps you from moving forward, forcing you to reset the game.
* ''Creatures'' for the UsefulNotes/{{Commodore 64}} scrolls only to the right, making it important to backtrack to some bonuses before they get scrolled off the screen.
* ''Creatures'' for the UsefulNotes/{{Commodore 64}} scrolls only to the right, making it important to backtrack to some bonuses before they get scrolled off the screen.
to:
* All of the platformer games in ''VideoGame/{{Action 52}}'' ''VideoGame/Action52'' use this. One of its top view games, Dam Busters, also has this, and it can easily get you stuck in an area that keeps you from moving forward, forcing you to reset the game.
* ''Creatures'' for theUsefulNotes/{{Commodore 64}} UsefulNotes/Commodore64 scrolls only to the right, making it important to backtrack to some bonuses before they get scrolled off the screen.
* ''Creatures'' for the
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* ''Franchise/SonicTheHedgehog'':
to:
* ''Franchise/SonicTheHedgehog'':''VideoGame/SonicTheHedgehog'':
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* ''VideoGame/{{Battletoads}}'' for the GameBoy, NES, etc. However, some levels were free-scrolling.
to:
* ''VideoGame/{{Battletoads}}'' for the GameBoy, UsefulNotes/GameBoy, NES, etc. However, some levels were free-scrolling.
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-->-- '''Rob Balder''' as [[Franchise/SuperMarioBros Bowser]], ''[[{{Videogame/Portal}} Still Annoyed -]] [[https://www.youtube.com/watch?v=5MQ9wSfuFPI The Bowser Song]]''
to:
-->-- '''Rob Balder''' as [[Franchise/SuperMarioBros Bowser]], ''[[{{Videogame/Portal}} ''[[{{VideoGame/Portal}} Still Annoyed -]] [[https://www.youtube.com/watch?v=5MQ9wSfuFPI The Bowser Song]]''
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Note that the name has nothing to do with a certain [[{{Transformers}} Autobot Medic]], [[WesternAnimation/WidgetTheWorldWatcher Widget's Evil Twin]], or a [[VideoGame/RatchetAndClank feline-resembling alien with a robot companion]].
to:
Note that the name has nothing to do with a certain [[{{Transformers}} Autobot Medic]], [[WesternAnimation/WidgetTheWorldWatcher Widget's Evil Twin]], [[WesternAnimation/{{Robots}} the usurper head of Bigweld Industries]], or a [[VideoGame/RatchetAndClank feline-resembling alien with a robot companion]].
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[[folder:Shoot Em Up]]
* ''Ninja Commando'' is a ShootEmUp that does this.
* ''Ninja Commando'' is a ShootEmUp that does this.
to:
[[folder:Shoot Em 'em Up]]
*''Ninja Commando'' ''VideoGame/NinjaCommando'' is a ShootEmUp that does this.
*
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Formatting and merging Sonic the Hedgehog examples.
Changed line(s) 43,44 (click to see context) from:
* The Master System version of ''SonicTheHedgehog' has Bridge Zone Act 2 and Jungle Zone Act 2; the former automatically scrolls right and the latter doesn't scroll down. The latter is thankfully absent in the UsefulNotes/GameGear version.
* ''VideoGame/SonicAndTheBlackKnight'' did this, despite being a front-to-back 3D platformer.
* ''VideoGame/SonicAndTheBlackKnight'' did this, despite being a front-to-back 3D platformer.
to:
* ''Franchise/SonicTheHedgehog'':
** The [[UsefulNotes/SegaMasterSystem MasterSystem System]] version of ''SonicTheHedgehog' ''[[VideoGame/SonicTheHedgehog1 Sonic 1]]'' has [[RiverOfInsanity Bridge Zone Zone]] Act 2 and [[JungleJapes Jungle Zone Zone]] Act 2; the former automatically scrolls right and the latter doesn't scroll down. The latter is thankfully absent in the UsefulNotes/GameGear version.
* ** ''VideoGame/SonicAndTheBlackKnight'' did this, despite being a front-to-back 3D platformer.
** The [[UsefulNotes/SegaMasterSystem Master