Many classic arcade games like Pac Man (Namco 1980), Assault (Namco 1988), Mercs (Capcom 1990), etc, use a monitor oriented vertically. I assume that they used the same physical hardware, with the scan lines following the long side of the monitor.

With the monitor rotated, and scan lines going in a different direction, what consequences were there for the game programmer?

Small extra question, were all vertical games' monitors rotated 90° in the same direction, or were some rotated clockwise and others anticlockwise?

  • 3
    Your question would benefit from copy editing (improved grammar) and clarification about what the problem actually is
    – OmarL
    Apr 2 at 10:49
  • 2
    90° is easy; it's just a really simple co-ordinate transform. (Plot a graph, stick on a point – say, (1, 1), or (2, 5) – and rotate it 90° around (0, 0).) I think this question would be more interesting (and on-topic) if it asked about methods used for general rotations in arcade games.
    – wizzwizz4
    Apr 2 at 12:27
  • 2
    Then again… I am actually curious now whether games used separate hardware switches (or logic gates) to remap the lines in some way. I would do it in software, but when every cycle counrs…
    – wizzwizz4
    Apr 2 at 12:31
  • 1
    Didn't we already have this?
    – Raffzahn
    Apr 2 at 13:06
  • 4
    This is much better, thanks to the editor
    – OmarL
    Apr 4 at 11:56

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