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{{refimprove|date=September 2007}}
{{VG Graphics}}
'''Parallax scrolling''' is a technique in [[computer graphics]] where background images move past the camera more slowly than foreground images, creating an illusion of depth in a [[2D computer graphics|2D]] scene of distance.<ref>{{cite news|title=Cap. O'Rourke to the rescue|url=https://news.google.com/newspapers?id=drgTAAAAIBAJ&sjid=S5ADAAAAIBAJ&pg=3478,303305&dq=parallax+scrolling|date=1988-09-01|publisher=New Straits Times Malaysia |
== Methods ==
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Some display systems have only one layer. These include most of the classic 8-bit systems (such as the [[Commodore 64]], [[Nintendo Entertainment System]], [[Master System|Sega Master System]], [[TurboGrafx-16|PC Engine/TurboGrafx-16]] and original [[Game Boy]]). The more sophisticated games on such systems generally divide the layer into horizontal strips, each with a different position and rate of scrolling. Typically, strips higher on the screen will represent things farther away from the virtual camera or one strip will be held stationary to display status information. The program will then wait for horizontal blank and change the layer's scroll position just before the display system begins to draw each scanline. This is called a "[[raster scan|raster effect]]" and is also useful for changing the system [[Palette (computing)|palette]] to provide a gradient background.
Some platforms (such as the Commodore 64, [[Amiga]], Sega Master System,<ref>{{Cite web |url=https://www.smspower.org/uploads/Development/richard.txt |title=Archived copy |access-date=2018-09-04 |archive-url=https://web.archive.org/web/20171109095042/http://www.smspower.org/uploads/Development/richard.txt |archive-date=2017-11-09 |url-status=live }}</ref> PC Engine/TurboGrafx-16,<ref>{{cite web |url=http://cgfm2.emuviews.com/txt/pcetech.txt |title=Archived copy |
More advanced raster techniques can produce interesting effects. A system can achieve a very effective depth of field if layers with rasters are combined; ''[[Sonic the Hedgehog (1991 video game)|Sonic the Hedgehog]]'', ''[[Sonic the Hedgehog 2 (16-bit)|Sonic The Hedgehog 2]]'', ''[[ActRaiser]]'', ''[[Lionheart (video game)|Lionheart]]'' and ''[[Street Fighter II]]'' used this effect well. If each scanline has its own layer, the ''[[Pole Position (video game)|Pole Position]]'' effect is produced, which creates a pseudo-3D road (or a pseudo-3D ball court as in ''[[NBA Jam (1993 video game)|NBA Jam]]'') on a 2D system.
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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 (as in ''[[F-Zero (video game)|F-Zero]]'' and ''[[Super Mario Kart]]'') or can warp the playfield to create an extra challenge factor.
Another advanced technique is row/column scrolling, where rows/columns of [[Tile engine|tiles]] on a screen can be scrolled individually.<ref>{{cite web|url=https://web.archive.org/web/20140102211938/http://mamedev.org/devwiki/index.php?title=Using_MAME%27s_tilemap_system|title=Using MAME's tilemap system - DevWiki
== Example ==
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== Parallax scrolling in Web design ==
One of the first implementations of parallax scrolling in the browser was created and shared in a blog post by web developer Glutnix in 2007, this included example code and a demo using JavaScript and CSS 2 that supported Internet Explorer 6 and other browsers of that era.<ref>{{cite web|title=Parallax Backgrounds - a multi-layered javascript experiment|url=https://inner.geek.nz/archives/2007/03/20/parallax-backgrounds/|work=Glutnix|publisher=inner.geek.nz|
== See also ==
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