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→The raster way: Clarify that raster techniques are more popular in older graphic chipsets |
Removing mergefrom as parallax scrolling is one type of pseudo-3D. The sprite way is also more similar to the layer way. |
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'''Parallax scrolling''' is a special [[scrolling]] technique in [[computer graphics]]. In
▲'''Parallax scrolling''' is a special [[scrolling]] technique in [[computer graphics]]. In short, it means the use of background image(s) that moves by slower than the foreground, creating an illusion of depth in a 2D [[video game]] and adding to the immersion. The technique grew out of the [[multiplane camera]] technique used in [[traditional animation]] since the 1940s.
There are three main methods of [[parallax]] scrolling used in titles for [[video game console]] systems. Parallax scrolling was first used in the [[1982]] [[arcade game]] [[Moon Patrol]].
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== The layer way ==
Some display systems support multiple background layers that can be scrolled independently in horizontal and vertical directions and [[Compositing|composited]] on one another. On such a display system, a game can produce parallax by simply changing each layer's horizontal position by a different amount in the same direction. Layers that move more quickly are perceived to be closer to the virtual camera. However, placing too much in front of the ''playfield'', the layer containing the objects with which the player interacts, obscures the action of the game and may distract the player.
=== The sprite way ===▼
If there is much in the way of the [[sprite (computer graphics)|sprite]]s (individually controllable moving objects drawn by hardware on top of or behind the layers) available on the display system, the programmer may want to make a pseudo-layer out of sprites. ''[[Star Force]]'', an overhead-view vertically-scrolling shooter for [[NES]], used this for its starfield, and ''[[Final Fight]]'' for the Super NES used this technique for the layer immediately in front of the main playfield.▼
== The raster way ==
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More advanced raster techniques can produce interesting effects. A system can achieve breathtaking depth of field if layers with rasters are combined; ''[[Sonic the Hedgehog 2 (Megadrive)|Sonic the Hedgehog 2]]'', ''[[ActRaiser]]'', and ''[[Street Fighter II]]'' used this effect well. If each scanline has its own layer, the ''[[Pole Position]]'' effect is produced, which creates a pseudo-3D road (or in the case of ''[[NBA Jam]]'', a pseudo-3D ball court) on a 2D system.
If the display system supports rotation and scaling in addition to scrolling, an effect popularly known as [[Mode 7]], changing the rotation and scaling factors can draw a projection of a plane (''[[F-Zero]]'', ''[[Super Mario Kart]]'') or can warp the playfield to create an extra challenge factor (''[[Tetanus On Drugs]]'').
▲== The sprite way ==
▲If there is much in the way of the [[sprite (computer graphics)|sprite]]s (individually controllable moving objects drawn by hardware on top of or behind the layers) available on the display system, the programmer may want to make a pseudo-layer out of sprites. ''[[Star Force]]'', an overhead-view vertically-scrolling shooter for [[NES]], used this for its starfield, and ''[[Final Fight]]'' for the Super NES used this technique for the layer immediately in front of the main playfield.
[[Category:Computer and video game development]]
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