A side-scrolling video game (alternatively side-scroller ) is a game viewed from a side-view camera angle where the screen follows the player as they move left or right. The jump from single-screen or flip-screen graphics to scrolling graphics during the golden age of arcade games was a pivotal leap in game design, comparable to the move to 3D graphics during the fifth generation .
68-579: Mischief Makers is a side-scrolling platform game developed for the Nintendo 64 gaming console by Treasure , and published in 1997 by Enix in Japan and by Nintendo internationally. The player assumes the role of Marina Liteyears, a robotic maid who journeys to rescue her creator, Professor Theo, from the emperor of Planet Clancer. The gameplay is displayed in 2.5D , based on grabbing, shaking, and throwing objects within five worlds and 52 levels. It
136-411: A Track & Field remake to outrunning a missile barrage—as rare for 2D platformers, and commented that "it is obvious that Treasure poured their hearts into this game". Peter Bartholow of GameSpot summarized Mischief Makers as "a good game that will leave players wanting more". He liked the bosses, which made the player use all available skills but said they were short-lived and easily solved in
204-507: A mini-map radar. Scramble , released by Konami in early 1981, had continuous scrolling in a single direction and was the first side-scroller with multiple distinct levels . The first scrolling platform game was Jump Bug , a platform-shooter released in 1981. Players controlled 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. Taito 's first attempt at
272-433: A "Gold Hall of Fame" score of 32/40 from Japanese magazine Famitsu . Critics praised the inventiveness, personality, "variety", and boss fights, and criticized the brevity, low difficulty, low replay value , sound, and harsh introductory learning curve. Retrospective reviewers were more positive, and multiple reviewers noted Marina's signature "Shake, shake!" sound bite as a highlight. Electronic Gaming Monthly awarded
340-483: A "continue countdown" screen, in which the player has a limited amount of time (usually 10, 15, or 20 seconds) to insert additional coins in order to continue the game from the point where it had ended; deciding not to continue will result in the displaying of a game over screen. The continue feature was added to arcade games in the mid-1980s due to arcade owners wanting to earn more money from players who played for longer periods of time. The first arcade game to have
408-549: A Nintendo console. Choosing the Nintendo 64 was a hardware-based decision; the Nintendo 64 Game Pak cartridges were more expensive than CD-ROMs , but they loaded data instantly and were thus more conducive for action games such as this. However, Treasure CEO Masato Maegawa said that development for the Nintendo 64 had a harsher learning curve than even the Sega Saturn . Other than the special attention required to build
476-485: A continue feature was Fantasy , and the first home console cartridge to have this feature was the Atari 2600 version of Vanguard . As a result of the continue feature, games started to have stories and definite endings; however, those games were designed so that it would be nearly impossible to get to the end of the game without continuing. Salen and Zimmerman argue that the continue feature in games such as Gauntlet
544-466: A genre that lasted nearly 5 years. The game was designed as Technos Japan 's spiritual successor to Renegade , but it took the genre to new heights with its detailed set of martial arts attacks and its outstanding two-player cooperative gameplay. Double Dragon ' s success largely resulted in a flood of beat 'em ups that came in the late 1980s, where acclaimed titles such as Golden Axe and Final Fight (both 1989) distinguished themselves from
612-603: A highlight. Video game journalists appealed for its reissue either through the Nintendo eShop or in a sequel or franchise reboot. In 2009, GamesRadar called it possibly the most underrated Nintendo 64 game. Mischief Makers is the first single-player 2D side-scrolling platform game on the Nintendo 64 . Its gameplay combines platform game mechanics with aspects from the action and puzzle genres. The characters and backgrounds are modeled in pre-rendered 3D similar to Donkey Kong Country ' s "Advanced Computer Modeling". This style, with 3D backgrounds behind 2D gameplay,
680-482: A lineage of Treasure's signature counterattack mechanics (where a player can escape an attack with a well-timed button press), which he extrapolated out to counterattacks in Viewtiful Joe and Soul Calibur . As the game took time to learn and understand, O'Neill left the reader to decide whether it was "ultimately convoluted or bordering on sophistication and genius". Nintendo Life ' s O'Neill thought
748-527: A petulant Clancer who imitates Marina, recurs as a comedic device . Treasure began to develop Mischief Makers in mid-1995, before the Nintendo 64's launch in mid-1996. At the time, little was known about the prototype console's future final technical specifications, graphics implementation, and development kit , but were nevertheless interested in the console and its improved " pixel quality". Historically, Treasure developed games exclusively for Sega consoles, which made Mischief Makers its first release for
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#1732794355462816-477: A powerful healing spell may affect anyone within a certain range of the caster (often only if they are a member of the caster's party ). Some games also have what are referred to as "aura" abilities that will affect anyone in the area around the person with the ability. For example, many strategy games have hero or officer units that can improve the morale and combat performance of friendly units around them. The inclusion of AoE elements in game mechanics can increase
884-430: A side-scrolling platformer was the arcade game Jungle King (1982), later altered and renamed to Jungle Hunt due to legal controversy over similarities to Tarzan . The side-scrolling format was enhanced by parallax scrolling , which gives an illusion of depth. The background images are presented in multiple layers that scroll at different rates, so objects closer to the horizon scroll slower than objects closer to
952-829: A side-scrolling format, 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), and had elements such as end-of-level boss battles as well as health meters for the player character and bosses. 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), beat 'em up games such as Technōs Japan 's Renegade (1986) and Double Dragon (1987), and run and gun video games such as Namco 's Rolling Thunder (1986) and Treasure 's Gunstar Heroes (1993). Legend of Kage notably had levels that extend in all directions, while maintained
1020-507: A side-scrolling view, including Nintendo 's Excitebike SNK 's Jumping Cross . and Mystic Marathon from Williams Electronics , a footrace between fantasy creatures. In 1985, Konami's side-scrolling shooter: Gradius gave the player greater control over the choice of weaponry, thus introducing another element of strategy. The game also introduced the need for the player to memorize levels in order to achieve any measure of success. Gradius , with its iconic protagonist, defined
1088-482: A side-view format. On home computers , such as the martial arts 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 platform games like Super Mario Bros. (1985), Sonic the Hedgehog (1991) and Bubsy (1993). Super Mario Bros. in particular, released for
1156-488: 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. 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
1224-462: A single boss in 3D, the team did not use features specific to the Nintendo 64 hardware. Treasure's founders had come from Konami , where they had worked on Nintendo Entertainment System games such as Castlevania and Contra . They found their development environment restrictive and left to try riskier concepts and to singularly focus on making "great games". In the three years between Treasure's founding and Mischief Makers ' s development,
1292-502: A specified area. For example, in the role-playing game, Dungeons & Dragons , a fireball spell will deal damage to anyone within a certain radius of where it strikes. In most tactical strategy games artillery weapons have an area of effect that will damage anyone within a radius of the strike zone. Often the effect is stronger on the target than on anything else hit. See also: Splash damage Area of effect can also refer to spells and abilities that are non-damaging. For example,
1360-551: A student. Upon choosing the Nintendo 64, Treasure thought it would be a "good idea" to work with Enix. Similar to how Treasure ended its historic loyalty to the Sega Genesis by developing Mischief Makers for Nintendo, Enix had just recently ended its historic loyalty to Nintendo by signing Dragon Quest VII of its Dragon Quest franchise to Sony. Neither Square or Enix built a "special relationship" with Nintendo specific for Mischief Makers ' s release, though Nintendo
1428-553: Is built into many arcade video games , some game consoles, and home computers. Examples include 8-bit systems like the Atari 8-bit computers and Nintendo Entertainment System , and 16-bit consoles, such as the Super Nintendo Entertainment System and Sega Genesis . These 16-bit consoles added multiple layers, which can be scrolled independently for a parallax scrolling effect. Sega 's Bomber
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#17327943554621496-456: 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. In 1984, Pac-Land took the scrolling platform game a step further. It was not only a successful title, but it more closely resembled later scrolling platformers like Wonder Boy and Super Mario Bros. It also has multi-layered parallax scrolling . The same year, Sega released Flicky ,
1564-434: Is known as 2.5D . Its gameplay is more exploratory than previous run-and-gun games from Treasure. The player-character , a robotic maid named Marina, journeys to save her kidnapped creator. The story takes place on Planet Clancer, a world on the cusp of civil war due to the actions of its Emperor and his Imperial forces. The Emperor brainwashes Clancers to kidnap the visiting robotics genius Professor Theo. Theo's creation,
1632-414: Is the first 2D side-scrolling game for the Nintendo 64, and Treasure's first release for a Nintendo console. The 12-person team began development in mid-1995 with little knowledge of the prototype console. The team wanted to make a novel gameplay mechanic, and implementing the resultant "catching" technique became their most difficult task. The game was announced at the 1997 Electronic Entertainment Expo and
1700-635: Is to reach a warp star at each level's end. En route, Marina shakes enemies, breaks blocks, uses weapons, and rides "bikes" and objects along wire path mazes. Each world has both final and mid-level bosses . The levels and boss fights use scaling and screen rotation special effects to vary the gameplay. Almost all things on Planet Clancer—including people, buildings, and pets—either wear or are inscribed with identical "sad" faces with red, glowing eyes. A Clancer named Teran substitutes for Marina in several brief areas and uses non-shake mechanics like punching, kicking, and double jumping . A character named Calina,
1768-582: The Atari 8-bit computers of the late 1970s and 1980s, the term attract mode was sometimes used to denote a simple screensaver that slowly cycled the display colors to prevent phosphor burn-in when no input had been received for several minutes. Attract modes demonstrating gameplay are common in current home video games. Also aim-assist . Also bunny hopping . Also backfilling . Also achievement . Also banhammer . Also beta testing . Also story mode and campaign . Also character select . Also clutching
1836-474: 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 market (which had crashed in 1983 ). It combined the platform gameplay of Donkey Kong (1981) and Mario Bros. (1983) with side-scrolling elements from the racer Excitebike and
1904-448: The Nintendo eShop or in a sequel or franchise reboot. Retro Gamer placed the "masterpiece of mayhem" 80th on its list of "essential" Nintendo 64 games for its "unbridled quality". In 2009, GamesRadar called it "possibly the most underrated and widely ignored" Nintendo 64 game. In the years since, Retro Gamer reported Mischief Makers as a somewhat rare collectible, with a rarity score of 7/10. The website wrote that Mischief Makers
1972-490: The 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. The success of the demonstration led Carmack and others at Softdisk to resign and form their own company, id Software . Id Software went on to develop Commander Keen that same year, which
2040-409: The "unique, varied, and dramatic" sound. GamePro also praised the varied stage objectives, and said the "whimsical" music and sound effects worked perfectly with each stage, though found the voice acting overly cutesy. Scott McCall of AllGame also appreciated the sound, from the voice to the "almost indescribable" music. Gamasutra ' s John Harris noted its "tremendous variety" in gameplay—from
2108-578: The 3D analog stick . Nintendo Life ' s Jamie O'Neill praised the characters and disliked the controls. He compared the Calina character to the role of Shadow Mario in Super Mario Sunshine . O'Neill wrote that the intricate controls were "the antithesis of a friendly, approachable, and intuitive platformer" because they used every button on the controller (including the directional pad ), though he said that players who persevered through
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2176-894: The United States on October 1,, in Europe on December 12, and in Australia in 1998. Its Japanese title is Yuke-Yuke Trouble Makers , or Go-Go Trouble Makers . Near the Japanese launch, Treasure announced that it would continue to develop for the Nintendo 64 with the Japan-only Bakuretsu Muteki Bangaioh , which was released in September and later introduced to North America as Bangai-O . Mischief Makers received "mixed or average reviews", according to video game review aggregator Metacritic , and
2244-499: The beat 'em up Kung-Fu Master , and was more expansive than earlier side-scrollers, striking a balance between arcade-like action and longer play sessions suited for home systems. In 1984, Hong Kong cinema -inspired Kung-Fu Master laid the foundations for side-scrolling beat 'em ups , by simplifying the combat of Karate Champ and introducing numerous enemies along a side-scrolling playfield. In 1986, Technōs Japan 's Nekketsu Kōha Kunio-kun introduced street brawling to
2312-412: The company released highly regarded games such as Gunstar Heroes —known as "one of the definitive 16-bit action games"—and Dynamite Headdy . An average of 12 people worked on Mischief Makers , with up to 15 at times. Though the team was different in composition from that of previous Treasure games, it included the lead programmer and character designer from Gunstar Heroes . Treasure's CEO said that
2380-412: The company's games did not look "particularly foreign" and could appeal to Japanese audiences. The game is Treasure's first to have been published by Enix . The publisher sought Treasure for its reputation in the action game genre, and had approached Treasure several times before the Nintendo 64 project surfaced. Treasure CEO Maegawa was already fond of Enix, having applied unsuccessfully to work there as
2448-471: The context of a short game with tutorials as one-fifth of its levels. He did not consider the ending extension a suitable reward for returning to the levels, and predicted that most players would not finish the game more than once. Game Informer echoed Bartholow's comments about the brevity, and named the seven-event Olympics as a highlight. Sushi-X of Electronic Gaming Monthly wrote that the game seemed incomplete and lamented that "a decent player can finish
2516-542: The conventions of the side-scrolling platform genre and struck a balance between arcade-like action and longer play sessions suited for home systems, helping to reinvigorate the North American home video game market. 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,
2584-400: The core gameplay consisting of fighting large groups of weaker enemies, using attacks/weapons such as punches, kicks, guns, swords, ninjutsu or magic. The most notable early example was Irem 's Kung-Fu Master (1984), the first and most influential side-scrolling martial arts action game. It adapted combat mechanics similar to single-screen fighting game Karate Champ (1984) for
2652-463: The corner of the screen shows the amount of damage Marina can take. The player can store up to two additional stock lives. Yellow gems hidden in each level extend the final cutscene's length. Marina can run, jump, and boost (via jetpack) in the eight cardinal and ordinal directions . She can also slide, hover, and roll. The game has five worlds with roughly twelve levels apiece. Some levels are action-only while others include puzzles. The player's goal
2720-524: The difficult controls would find them "inventive and unique". He added that the complex controls allowed for experimentation that led to new and fun gameplay, and though the throwing enemies mechanic seemed to follow from Gunstar Heroes , the Clanball platforming was unintuitive. John Harris of Gamasutra wrote that the game borrowed other elements from Gunstar Heroes , with similar protagonists, collectible gems, and bosses. Harris also put Marina's "grab" in
2788-520: The distance between them. Moon Patrol is often credited with popularizing parallax scrolling. Jungle Hunt also had parallax scrolling and was released the same month as Moon Patrol in June 1982. Activision published two side-scrolling racing games for the Atari VCS in 1982: the biplane-based Barnstorming and the top-view Grand Prix . By 1984, there were other racing games played from
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2856-464: The early 1990s and with the popularity of 16-bit consoles , the scrolling shooter genre was overcrowded, with developers struggling to make their games stand out. 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 computers and Commodore 64 , but IBM compatibles did not. Smooth scrolling on IBM PCs in software
2924-413: The five world bosses were among Treasure's best (in particular, the transforming "Cerberus Alpha" boss), but found the mid-level bosses uninteresting. Peter Bartholow of GameSpot and Electronic Gaming Monthly ' s reviewers remarked similarly. Sushi-X of Electronic Gaming Monthly added that the technique of looking for a boss's weak spot was similar to Metroid . Famitsu reviewers praised how
2992-447: The game and coming in clutch . A common term in video games for the option to continue the game after all of the player's lives have been lost, rather than ending the game and restarting from the very beginning. There may or may not be a penalty for doing this, such as losing a certain number of points or being unable to access bonus stages. In arcade game s, when a player loses or fails an objective, they will generally be shown
3060-518: The game as "tremendous", particularly among the target market of "younger gamers and 2D fans". Nintendo Power said that the game was the best side-scroller since Super Mario World . Next Generation wrote that "only diehard 2D platform fans" would be interested and that the game did not meet standards set by Super Mario 64 . In contrast, GameFan said that Mischief Makers did for 2D what Super Mario 64 did for 3D, and suggested that Sega should be influenced. GamePro instead argued that
3128-437: The game encouraged players to experiment with the basic "grab, throw, and shake" gameplay, and praised the cadence of the short levels. O'Neill of Nintendo Life said it had great variety in gameplay mechanics (from maze puzzles to outrunning lava), graphics (from bosses that scale back the screen to levels with screen rotation), and audio (from upbeat quirk to scary), and added that he was surprised that other critics were against
3196-521: The game in under three hours", though Next Generation said it was "certainly long enough". The game's frequent reuse of a small selection of titles, objects, sound effects, soundtracks, and bland backgrounds (compared to the "impressive" boss battle animations and effects) led GameSpot ' s Bartholow to suggest that Mischief Makers was limited by its cartridge space. He concluded that the "decent" game would be "truly excellent ... on another medium". Zachary Miller of Nintendo World Report reported that
3264-412: The game is not being played. Originally built into arcade games , the main purpose of the attract mode is to entice passers-by to play the game. It usually displays the game's title screen , the game's story (if it has one), its high score list, sweepstakes (on some games) and the message " Game Over " or "Insert Coin" over or in addition to a computer-controlled demonstration of gameplay . In
3332-455: The game its silver award. IGN ' s Matt Casamassina said that the game compensated for its average graphics with excellent level design and gameplay challenges. He added that the puzzles require thought, unlike those in other action games, and that the objectives were not clear until after the first few levels. Casamassina praised the transparency effects, anti-aliasing , mipmapping , and scaling rotations. IGN described anticipation for
3400-542: 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. In 1984, Hover Attack for the Sharp X1 was an early run & gun shooter that freely scrolled in all directions and allowed
3468-410: 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. Renegade set the standard for future beat 'em up games as it introduced the ability to move both horizontally and vertically . In 1987, the release of Double Dragon ushered in a "Golden Age" for the beat 'em up
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#17327943554623536-507: The graphics did not age well into 2010. Dan Hsu wrote in Electronic Gaming Monthly that the game is "definitely a sleeper hit ". Hardcore Gamer ' s Ryan Cartmel said it went "largely unnoticed", and GamePro claimed that it had "[developed] a strong following in Japan". Video game journalists from sources such as GamesRadar and Nintendo World Report cited Mischief Makers as suited for reissue either through
3604-482: The others. Final Fight was Capcom's intended sequel to Street Fighter (provisionally titled Street Fighter '89 ), but the company ultimately gave it a new title. Acclaimed as the best game in the genre, Final Fight spawned two sequels and was later ported to other systems. 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. It
3672-423: The player to shoot diagonally as well as straight ahead. 1985 saw the release of Thexder , a breakthrough title for platform shooters. Run and gun video games became popular during the mid-to-late 1980s, with titles such as Konami 's Green Beret (1985) and Namco 's Rolling Thunder (1986). 1987's Contra was acclaimed for its multi-directional aiming and two-player cooperative gameplay. However, by
3740-607: The player-character Ultra-InterGalactic-Cybot G Marina Liteyears, pursues the professor and grabs, throws, and shakes the obstacles in her way, such as enemies, floating "Clanball" platforms, warp stars, and missiles. Almost all game objects can be grabbed, which lends towards the shake-based combat system. Marina can shake "grabbed" objects to throw them as projectiles or to find loot. Objects sometimes change functions when shaken, such as items that become homing missiles and guns with multi-directional shots. Some drop red, blue, and green gems, which restore player health . The health gauge in
3808-435: The premise is "only strange to people who have never heard of anime". GameFan described the game as "obviously deeply Japanese", where "old school gameplay and 64-bit visuals finally meet". Hirokazu Hamamura of Famitsu commended the gameplay for balancing against its poor character design. Other Famitsu reviewers admired Treasure's signature robot designs and were puzzled by the company's choice to use buttons instead of
3876-456: The racer Excitebike and the NES port of beat 'em up Kung-Fu Master . 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. 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
3944-403: The role of strategy, especially in turn-based game s. The player has to place units wisely to mitigate the possibly devastating effects of a hostile area of effect attack; however, placing units in a dense formation could result in gains that outweigh the increased AoE damage received. Also display mode and show mode . A pre-recorded demonstration of a video game that is displayed when
4012-585: The side-scrolling shoot 'em up and spawned a series spanning several sequels. In the mid-1980s, side-scrolling character action games (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 platform 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 characters sprites in colorful, side-scrolling environments, with
4080-527: The similarity to Mario is superficial, and that Mischief Makers had carved out its own niche with unique gameplay mechanics. GamesRadar retrospectively called it "pure, unadulterated awesome" and "2D brilliance". The website summarized the game as about "grabbing sad-faced aliens, shaking them until gems come out, and then hurling them at other sad-faced aliens". Zachary Miller of Nintendo World Report said that it may be most bizarre and surreal Nintendo 64 game, but Gamasutra ' s John Harris said that
4148-462: The staff liked to expand into new genres, though primarily in genres where the staff had experience. The company sought to depart from the Gunstar Heroes shoot 'em up design, and chose to build Mischief Makers around an original "catching" gameplay mechanic, which became the hardest aspect to implement. While foreign (non-Japanese) games were popular within the company, Treasure's CEO said
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#17327943554624216-459: The viewer. Some parallax scrolling was used in Jump Bug . 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
4284-417: Was a challenge for developers. There were a small number of PC ports of smooth scrolling arcade games in the early 1980s, including Moon Patrol and Defender . The second version of Sopwith , released in 1986, also featured smooth scrolling. In 1990 John Carmack , then working for Softdisk , developed a smooth scrolling technique known as adaptive tile refresh . The technique was demonstrated in
4352-463: Was a side-scrolling shooter video game released for arcades in April 1977. Side-scrolling was later popularized by side-scrolling shoot 'em ups in the early 1980s. Defender , demonstrated by Williams Electronics in late 1980 and entering production in early 1981, allowed side-scrolling in both directions in a wrap-around game world, extending the boundaries of the game world, while also including
4420-541: Was received poorly because players wanted 3D instead of 2D gameplay in Nintendo 64 games. Gamasutra ' s John Harris added that those who gave it a "bum rap" missed a "surprisingly clever" game. UGO remembered it as innovative, though imperfect, and asked to see Marina reinterpreted and resurrected in a new game. Marina reappeared as an unlockable character in Treasure's 1999 Rakugaki Showtime . Side-scrolling Hardware support of smooth scrolling backgrounds
4488-473: Was released in Japan on June 27 that year and later in the United States, Europe, and Australia. Mischief Makers received mixed reviews. Critics praised its inventiveness, personality, and boss fights, but criticized its short length, low difficulty, low replay value , sound, and harsh introductory learning curve. Retrospective reviewers disagreed with the originally poor reception, and multiple reviewers noted Marina's signature "Shake, shake!" sound bite as
4556-624: Was the first publicly available PC platform game to feature smoothly-scrolling graphics. Double jump (video gaming) Since the origin of video games in the early 1970s, the video game industry , the players , and surrounding culture have spawned a wide range of technical and slang terms. Also isometric graphics . Also triple A . Also badge , trophy , medal , cheevo . Also aim down sights . Also control stick and thumbstick . A term used in many role-playing and strategy games to describe attacks or other effects that affect multiple targets within
4624-581: Was the publisher for Western markets. Prior to Nintendo proposing to publish the game in the West, Enix said it had no plans to release it outside Japan. When its English localization finished ahead of schedule, the North American release date was advanced two weeks. Mischief Makers was the only game displayed at the Enix booth at the April 1997 Tokyo Game Show. It was later demonstrated at the 1997 Electronic Entertainment Expo and released in Japan on June 27, 1997,
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