List of games by mirroring technique
This article categorizes games by their rendering and scrolling methods, and how that relates to mirroring.
Scrolling Type | With Status Bar | With Status Bar and Parallax Scrolling Effect | With Parallax Scrolling Effect | Without Status Bar and Parallax Scrolling Effect | Games example | Comment |
---|---|---|---|---|---|---|
1-screen fixed Only | Any | Vertical, Horizontal2 | Vertical, Horizontal2 | Any | Donkey Kong | |
Horizontal Only | Vertical | Vertical, Horizontal2 | Vertical, Horizontal2 | Vertical | Super Mario Bros., Castlevania, Gimmick!, Gradius, Cheetahmen II | |
Vertical Only | Vertical, Horizontal, Single Screen, 3-screen V/H3 | Vertical, Horizontal2, Single Screen2, 3-screen V/D3 | Horizontal2, Vertical1, Diagonal, 3-screen V/D3, 4-screen4 | Horizontal | Ice Climber, Gun.Smoke, Recca | Horizontal mirroring with a status bar works best with as status bar will have to change address when scrolling vertically.
If you are using a parallax scrolling effect on the entire screen with a status bar, such as the Recca is best to use a Single Screen, Horizontal, or the Vertical mirroring with a scanline counter IRQ. |
Horizontal Only, field limited horizontally | Vertical | Vertical | Vertical | Vertical | Lode Runner, Bomberman | No data has to be loaded at all when scrolling horizontally, but the area is limited to two screens.
This screen type, some of parallax scrolling effect does not work. |
Vertical Only, field limited vertically | Horizontal | Horizontal | Horizontal | Horizontal | Wrecking Crew, Ninja Kun | No data has to be loaded at all when scrolling vertically, but the area is limited to two screens (less the status bar if present). |
Horizontal/Vertical aligned screens | Vertical, Horizontal2, Diagonal, 3-screen V/D3, 4-screen4 | Vertical, Horizontal2, Single Screen2, 3-screen V/D3, 4-screen4 | Vertical, Horizontal2, Diagonal, 3-screen V/D3, 4-screen4 | Alternate H/V, L-shaped, Diagonal, 3-screen D3, 4-screen4 | Metroid, Mega Man series, Air Fortress, Guardian Legend, TMNT | For use if scrolling direction changes only on a screen-based pattern, as in Metroid and Mega Man 3, 4, 5, 6.
Horizontal mirroring with a status bar works best with as status bar will have to change address when scrolling vertically (Also work as Diagonal mirroring) or playfield will have to be written twice to memory. (Teenage Mutant Ninja Turtles, Panic Restaurant) If you are using a parallax scrolling effect on the entire screen with a status bar, such as the Recca is best to use a Single Screen, Horizontal, or the Vertical mirroring with a scanline counter IRQ. |
Horizontal/Vertical/Bidirectional aligned screens | Vertical <-> Single Screen2, Horizontal2, Vertical, 4-screen4 | Vertical <-> Single Screen2, Single Screen2, Horizontal2, Vertical, 4-screen4 | Alternate V1/H2, Diagonal, 4-screen4 | Alternate V1/H2, Diagonal, 4-screen4 | Akumajou Special, TMNT II/III, Rockman 4 Minus Infinity | Horizontal or 4-screen mirroring with a status bar works best with as status bar will have to change address when scrolling vertically or playfield will have to be written twice to memory. (Teenage Mutant Ninja Turtles III: The Manhattan Project)
Vertical mirroring Only with a status bar works best with a scanline counter IRQ. (Teenage Mutant Ninja Turtles II: The Arcade Game) If you are using a parallax scrolling effect on the entire screen with a status bar, such as the Recca is best to use a Single Screen, Horizontal, or the Vertical mirroring with a scanline counter IRQ. |
Bidirectional, field limited vertically | Horizontal2 | Horizontal2 | Horizontal2 | Horizontal2 | Super Mario Bros. 3, Tiny Toon Adventures | No data has to be loaded at all when scrolling vertically, but the area is limited to two screens (less the status bar if present). |
Bidirectional, field limited horizontally | Vertical | Vertical | Vertical1 | Vertical1 | Fire Emblem | No data has to be loaded at all when scrolling horizontally, but the area is limited to two screens.
Vertical mirroring with a status bar works best with a scanline counter IRQ. This screen type, some of parallax scrolling effect does not work. |
Bidirectional, field limited 4-screen | 4-screen4 | 4-screen4 | 4-screen4 | 4-screen4 | Gauntlet | No data has to be loaded at all when scrolling 4-screen, but the area is limited to four screens (less the status bar if present). |
Free bidirectional | Single Screen2, Horizontal2, Vertical, 4-screen4 | Single Screen2, Horizontal2, Vertical, 4-screen4 | Vertical1, Horizontal2, Diagonal, 4-screen4 | Vertical1, Horizontal2, Diagonal, 4-screen4 | Castlevania II, Kirby's Adventure, Battletoads, Hebereke, Countless RPG games | If using horizontal or 4-screen mirroring with a status bar there are 2 possibilities:
Vertical mirroring with a status bar works best with a scanline counter IRQ. (Jungle Book, Mickey's Safari in Letterland) |
Depth screen | Vertical, Horizontal, 4-screen4 | Vertical, Horizontal, 4-screen4 | Vertical, Horizontal, 4-screen4 | Vertical, Horizontal, 4-screen4 | Mach Rider, Rad Racer, F-1 Race, After Burner | Bidirectional Pseudo 3D depth perspective works best with a CHR bank switching ROM nametables. (After Burner) |
- 1: Vertical glitches on PAL screens and on NTSC that doesn't overscan.
- 2: Horizontal glitches will be unavoidable when scrolling (see above).
- 3: 3-screen mirroring, you can use only specific mapper of MMC5.
- 4: 4-screen mirroring, and can be used only when you added an additional RAM to the cartridge board.