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Flip-screen cRPGs


Flip-screen Computer Role-playing Games



Flip-screen cRPGs are computer role-playing games that update first-person perspective drawspaces in real-time as players move their character or party forwards, backwards, left and right or turn left and right.

Players move characters or parties about in discrete tile-based increments and turn them around in 90° step-increments; that is, there is usually no 3D screen-updating (rendering) of the world; the object and actor sprites scale depending on their proximity to the player-controlled unit.

In most flip-screen cRPGs players move parties about in one bloc or as one unit, but each party member attacks separately.

Flip-screen cRPGs are so-named because players "flip through" a series of pre-drawn drawspaces by moving and turning around. The drawspaces are linked together to form the chambers and corridors that constitute maze-like dungeons.

Flip-screen cRPGs are almost invariably dungeon crawlers.

Flip-screen cRPGs feature contiguous exploration of dungeons; that is, as players move parties about the dungeon a map of the dungeon is formed in the mind, which players can transfer to physical graph paper aka grid paper, thereby drawing a plan-view map of the dungeon for reference purposes, which they usually annotate as well.

In flip-screen cRPGs the party is controlled via arrow-keys, numeric keypad or, if using a mouse, via an icon cluster.

Captive of 1990 is the best flip-screen cRPG ever made:


In flip-screen cRPGs the mouse-cursor is seamlessly moved between the icon cluster and the active drawspace. In the drawspace interactable objects are manipulated with mouse-clicks and mouse-movements. For example, doors are opened and closed, keys are inserted into locks, switches are toggled, torches are removed from and placed back into torch-brackets, and items are picked up, put down and thrown.

An item that has been clicked on in the drawspace auto-attaches itself to the mouse-cursor and can be placed into the inventory with another click, and vice versa.

As a rule, flip-screen cRPGs are easy to get into due to their intuitive interfaces and logical drawspace presentation, but they are usually not as easy to beat due to their maze-like dungeons that are packed with puzzles, traps and monsters.

Flip-screen cRPGs were popular on Atari ST, Amiga and IBM PC, but it was the native hardware mouse-cursor and icon-presentation capabilities of the ST/Amiga that ushered in what became the modern flip-screen cRPG with the advent of Dungeon Master of 1987.

Chronological List of Flip-screen cRPGs


This is a chronological list of flip-screen cRPGs with on-screen colors and active first-person drawspace size appended. This shows how pathetically small the Gold Pox aka Gold Slop drawspace was for half a decade.


It should also be noted that Pool of Radiance and its inferior derivatives only feature flip-screen exploration; battles play out in dimetric perspective.

Here are early examples of cRPGs that unwisely eschewed flip-screen drawspaces in favor of imprecise 2D drawspace interpolation or real-time 3D render-fields:


Some of the above employed up/down looks which only served to slow down gameplay. The above are no better than flip-screen cRPGs. Indeed, their gameplay is worse. And not only is their gameplay worse their system requirements are much higher. None of the above have aged well in terms of gameplay yet Dungeon Master is as playable in 2024 as it was 37 years ago.

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