
Dutch Schaeffer has a cybernetic right arm that switches to his left arm (the arm closest to the foreground) when facing left. The hilt of the katana she carries on the back of her waist also switches sides to the opposite of her current direction. Strangely, they're switched by default on her in-game sprite, since all the player characters start the game facing right. Linn Kurosawa has a large studded shoulder guard on her left shoulder, as well as knife holster on her right leg. Predator - In the Capcom arcade version, all the player characters have asymmetrical designs ( as shown on the game's brochure) that differs in-game depending on whether the player is facing left or right. It's particularly notable with J's jacket, who wears an atomic symbol on his back that has the word "BAD" written atop of it, which is mirrored when J is facing to the right. The enemy grunts J and Two P have designs on the back of their jackets that are flipped whenever either of them change directions. Capcom 3, where his suspender is always on the right shoulder. In most official artworks and character select profiles, it is shown going around the right side of his chest. The suspender on Mike Haggar's pants tends to switch sides depending on whether he's facing right or left. This is especially noticeable in weapon-based belt-scrollers like Sega's Golden Axe and Capcom's Dungeons & Dragons games. They change hands when they look in a different direction. Most games in this genre do this whenever a character is holding a weapon. Muramasa: The Demon Blade justifies this with non-player characters by giving them turning animations, allowing them to move whatever objects they're holding around so that they look the same facing the other direction (like Torahime switching her bow from one hand to the other.). Notable because every sequel averts it, wven Metroid II for the Game Boy. Metroid - In the original NES game, Samus' arm cannon would spontaneously switch arms, depending on which way she's looking. The player's guide for A Link to the Past mentioned how Link superstitiously kept his shield between him and Death Mountain. Link is left-handed, but in the first few The Legend of Zelda games his sword and shield will switch hands depending on which way he's facing. Naturally, this gets reversed when any of her sprites are mirrored. Something similar happens with Lip's hair in Panel de Pon she has a swirl on the right side of her head and a flipped-up part on the other. It is only fixed when you face her (but you aren't the one in control) or when you play as Player 2 (in which her hair is now green). When playing her as Player 1, she is flipped so her long hair is on the wrong side and can't be fixed. All artwork depicting her throughout the game had shown her with the long hair to her left, including splash screens, the ending, etc, but there was one problem. The other side was barely shoulder length. Her hair was made so that the left side of her head was covered with a very long bang that covered quite a bit of length of her body. Puzzle Bobble 3 aka Bust-A-Move '99 (or 3) had Lunaluna (or, since the names were not outright revealed, "that one fortune teller lady with the crystal ball and affinity for tarot cards"). Since this is a ubiquitous trope, please only note examples where it is either glaringly obvious or averted. With the advent of Flash as an animation platform, this is starting to leak from video games into animation as well. In addition, some modern 3D Fighting Games mirror the character animations intentionally to resemble their 2D precursors. Older 3D games store the views of the character positioned in 45-degree increments, but will stop at 180 degrees and make up the three remaining views through mirroring.
This trope isn't limited to 2D games, although it is most common there. Sometimes, developers will take the time to make a separate sprite for both the left and right facings. Whatever it is, simply flipping the sprite causes the feature to "change sides."
#Gun fight game sprites Patch
It might have an object in one hand or an eye patch or scar on one side. However, sometimes the concept for a character doesn't lend itself to symmetry. There were also memory size concerns on earlier platforms - it was often more efficient to mirror the sprite than to store the opposite poses. That way, any poses or actions made facing left could simply be flipped to make the same poses and actions facing right. For this reason, artists will usually make sprites perfectly bilaterally symmetrical.
Additional clothes, poses, and each frame of animation for actions have to be made almost entirely from scratch. Unlike a 3D model, you can't simply rotate a sprite to get a new view of it. Sprites are pixel art characters used in video games.