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{{trope|wppage=2.5D}}
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Straddling the line between "style" and "genre," '''2½D''' is an uncommon but generally recognized term. While there is some ambiguity among gamers as to what, exactly, constitutes "2½D," it is most commonly used to refer to one thing: Two-dimensional, side-scrolling [[Platformer
In a "traditional" platformer, players can only move in four directions: up, down, left, and right. That's two dimensions (height and length). 2½D games mess with this formula by adding a third dimension, but not dedicatedly. Players can still only control their character in four directions (generally), but there are some options as to where the extra half a dimension comes from:
▲Straddling the line between "style" and "genre," 2½D is an uncommon but generally recognized term. While there is some ambiguity among gamers as to what, exactly, constitutes "2½D," it is most commonly used to refer to one thing: Two-dimensional, side-scrolling [[Platformer|Platformers]] with some three-dimensional elements.
* The player can only move in two dimensions, but the ''path'' doesn't have to. The "plane" that the 2D character follows curves through three-dimensional space, and the [[Player Character]] follows along that. This is by far the most common, and the trait that is most likely to get a game labeled "2½D".
▲In a "traditional" platformer, players can only move in four directions: up, down, left, and right. That's two dimensions (height and length). 2½D games mess with this formula by adding a third dimension, but not dedicatedly. Players can still only control their character in four directions (generally), but there are some options as to where the extra half a dimension comes from:
▲* The player can only move in two dimensions, but the ''path'' doesn't have to. The "plane" that the 2D character follows curves through three-dimensional space, and the [[Player Character]] follows along that. This is by far the most common, and the trait that is most likely to get a game labeled "2½D".
* Off-path objects. While the player is stuck on one path, there are things outside the path that can be interacted with.
* Layers: There are things visible in both the background and foreground, and it is possible to switch between paths to reach the goal. This gives the level a [[Exactly What It Says
* Other tactics that are more localized.
Sometimes, if an otherwise 3D game takes the time to have a [[Retraux|2D interlude]], those segments will sometimes be referred to as "2½D." Occasionally, 2D [[Platformer
In older material the term 2.5D is sometimes used in reference to 3D games that use 2D surfaces, with various graphical tricks used to make it seem 3D (e.g. ''[[Doom]]''). This specific usage died with the Game Boy Advance, the last well-known platform to use this technology, but it overlaps with the sense of only moving in two dimensions. The term can also be used for [[Isometric Projection]] or [[Sprite Polygon Mix]].
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Compare [[Fixed Camera]].
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== Adventure Games ==
* ''Super Castlevania IV'' allowed Simon to use gates in the first level to go in front of, or behind, a fence. Doing so would allow him to traverse obstacles in front of or behind said fence. There were other similar parts through the game as well, including enemies that appeared from the fore- or background.
* The DS ''[[
* ''[[Shantae]]: Risky's Revenge'' features a "layered" approach, where you can hop between the foreground, regular-ground, and background in certain areas.
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* Classic [[Neo Geo]] fighter ''[[Fatal Fury]]'' (and its descendants) allow a player to jump from the foreground to the background, and to launch attacks back and forth. The jumps were replaced by slides and the system was progressively refined over the course of the series until being completely dropped in ''[[Distant Finale|Mark of the Wolves]]''.
** As does ''[[Savage Reign]]'', allowing an upper and lower plane. Especially notable is that in some stages, the "upper plane" consists of hanging off something. [[Rule of Cool|While fighting.]]
* Modern fighting games like ''[[
* The ''[[
== Platformers ==
* [[Shadow Complex]], an Xbox LIVE Downloadable arcade is a 3D setting with a 2D Movement area.
* ''[[Virtual Boy]] [[
* ''Mighty Morphin' Power Rangers: The Movie'': In the game for the SNES, you could press the shoulder buttons to flip to the "back" or the "front" to avoid obstacles, such as in the very first level to avoid cars. The enemies could do this as well.
* ''[[Bug!
* ''Duck Dodgers in the 24th and a Half Century!'', a Nintendo 64 game, was a 3D platformer with 2½D sections.
* ''[[
* The ''[[
* The [[New Super Mario Bros
* ''[[Pandemonium (
* Some of the two-dimensional segments of ''[[
** In ''[[
* ''[[Tomba]]''
* ''[[
* The Super NES ''[[Scooby Doo]]'' game had doorways that Shaggy and Scooby could enter by walking toward or away from the player.
* ''[[
* The 2D segments in ''[[
** ''[[
** ''[[
** The ''[[
** The
** ''[[Sonic CD]]'' had Metallic Madness zone, where you could go behind certain walls to progress and get powerups, before going back infront again to continue the level proper.
* ''[[Mega Man X]] 7'' danced between 2D and 3D without much warning. ''X8'' might be a better example, as it stayed in 2D but had some occasional 3D-esque moments.
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== Role Playing Games ==
* Some gaming media outlets classify the ''[[Paper Mario (
* There's an example of the "3D game with a 2D interlude" variety in the 2D platforming stages of [[Kingdom
* ''[[
** ''[[
* ''[[Dragon Saga]]'' has an interesting take on this. The game is in full 3D and some sections of the game allow 3D movement. However, most ''combat'' areas only allow the player character to face and aim attacks to the left or right with movement towards or away from the screen causing them to slide sideways. Needless to say the few sections of the game that allow 3D combat take some getting used to and reveal that the hit boxes for attacks are always much longer on one axis than on others.
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[[Category:Various Videogame Views]]
[[Category:Video Game Tropes]]
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