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Games that have really nice parallax scrolling

I just watched a gameplay video of Syder Arcade and it's clearly a 3D game with a handful of 2D bits (because actually rendering them in 3D would needlessly tax the hardware, and it's hard to tell the difference with a camera that's locked into a set path). Like Gradius 5, it's 2.5D.
2.5D doesn't negate parallax scrolling, when you have different planes scrolling at different speeds to give the impression of depth, then it's parallax scrolling. I doesn't matter, if said planes are made of 3D rendered objects.
 
SteamWorld Heist, because every single detail of the environment moves at some degree in parallax with the camera.

What's validates this aspect of the game is how the parallax scrolling appears with the 3D turned on in 3DS -- every single layer that stands out in 3D will scroll at its own independent speed, which creates an incredibly convincing effect when the camera moves.

Other 2D platformers on 3DS, like Shovel Knight, don't do this. Some layers might be given 3D space, but because there is no parallax scrolling they "stay still" when the screen scrolls which makes the 3D effect less convincing. The 3D really tells you whether a layer should move at its own independent speed or not to the rest of the layers.

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I'd like to mention Yoshi's Island. I don't have any gifs, sadly, but that game used Parallax Scrolling to create some nice foreground effects where necessary.
 
M.U.S.H.A. is the king.

hqdefault.jpg
 
Better CPU. Same reason most games were higher res on the Genesis than the SNES.

That's bullshit, neither of those things have anything to do with CPU.
For the resolution the SNES simply doesn't support 320x240 (it does however kindof support 512x240)

For parallax the SNES is objectively superior, as it supports more real bg layers. Technically it supports up to 4 but in that mode you can only use 2 bit palettes so it's not that useful; but a very common mode uses 3 layers, (2 with 4-bit palettes and one 2-bit). While megadrive only has two (both 4-bit).

However the way a lot of games achieves more impressive parallax effects is by using raster based scrolling. But that's not a very CPU demanding task. Both consoles have a bit different approaches to set this up, but I think that with the way the SNES HDMA table works it can probably update the scrolling layers with less CPU overhead than Megadrive in most cases.

It's really more about clever image composition at that point than CPU power to acheive many layers. For example, plenty of games on both consoles do stuff like full screen wave effects; that's technically the same as 224 parallax layers

A lot of games probably reserve one layer for scaling/rotation effects as well, since it technically only works on backgrounds and not actual sprites.

Probably why Super Mario World boss scenes just have an empty black background, because all the layers were used for the bosses and platform setpieces.

In mode 7 you only have one layer. So yes in Super Mario World some bosses like, Ludwig, Roy, and Bowser use the the BG while most of the background is actually sprites
 
Vanallaware are the kings (Odin Sphere, Muramasa)

Granted, it was much more impressive for the time on older hardware.
 
2.5D doesn't negate parallax scrolling, when you have different planes scrolling at different speeds to give the impression of depth, then it's parallax scrolling. I doesn't matter, if said planes are made of 3D rendered objects.

Parallax scrolling is often used to refer to creating the illusion of depth/distance using flat 2D layers scrolling through the viewable area at different speeds. Fully 3D rendered games, even of the 2.5D variety, don't actually implement parallax scrolling techniques as the parallax effect is inherent to polygonal 3D rendering and these games don't need to fake it.
 
The classic Sonic games immediately jump out to me.

I think it's probably just Sonic CD and S3&K... but, definitely:

https://www.youtube.com/watch?v=j350HVcB2dA&t=38m

The Japanese version of the original Sonic had extra parallax layers that were not present in US or PAL versions:

https://youtu.be/17P0RkXHKoM?t=98

Looked pretty good in Marble Zone for example, where the trees are separated from the mountains in the background.

*nameless gifs*

Could you name Nos. 1, 3 and 4 please? They look fantastic. I know No. 2 is Gynoug on Mega Drive.
 
Could you name Nos. 1, 3 and 4 please? They look fantastic. I know No. 2 is Gynoug on Mega Drive.

Ah the "posts pics or gifs without saying what the game is because surely everyone has an encyclopedic knowledge of all video games ever" guy

There is always one

Well, 3 and 4 are Gleylancer(or Advanced Busterhawk Gleylancer), a really nice genesis shooter with excellent music. 2 is Gynoug. As you can see the art is quite unique. And after checking the filename, 1 is a game called Eliminate Down.
 
Well, 3 and 4 are Gleylancer(or Advanced Busterhawk Gleylancer), a really nice genesis shooter with excellent music. 2 is Gynoug. As you can see the art is quite unique. And after checking the filename, 1 is a game called Eliminate Down.

Completely missed the names in the URLs. Thanks! Gynoug is one hell of a game btw. Excellent music and really crazy, otherworldly creature designs.
 
The titles are in the URLs of the pics though. You didn't see them when quoting?

Well I wouldn't have had to quote them if the names were there in the post

Not adding names is annoying because once those gifs or pics are no longer hosted the post becomes useless

When you look at threads from a year or more ago loads of them are just blank posts, if you at least add the name then the thread is still readable even years later

That's a minor issue anyway, most people can't recognise every single game in the world by pics alone, so is it really too much to ask that people add the name of the game they're posting?
 
Man i loved parallax scrolling!
Since Shadow of the beast many amiga games tried to put as many parallax levels as possible, one of the best is Lionheart
B4j7C.png


look it in action here
https://youtu.be/BoiHk_3siYg?t=3798
Oh yes, the game had some very nice tech.
Loved how they used copper to change color of backgrounds depending the height. (IE. plant color from green to brown, amazing use of few actual colors.)

Brian the Lion had some sweet tricks as well.
Plenty of layers.
Barrel background.
 
Wrath of the Demon

Wrath_of_the_Demon.gif


My friend programmed this on Amiga and says it was a huge pain to get parallax scrolling on that hardware.
 
Oh yes, the game had some very nice tech.
Loved how they used copper to change color of backgrounds depending the height. (IE. plant color from green to brown, amazing use of few actual colors.)

Brian the Lion had some sweet tricks as well.
Plenty of layers.
Barrel background.
Man i forgot how impressive was brian the lion, especially the shoot em up part!
Your links point both to the beginning of the video though ;)
 
For parallax the SNES is objectively superior, as it supports more real bg layers. Technically it supports up to 4 but in that mode you can only use 2 bit palettes so it's not that useful; but a very common mode uses 3 layers, (2 with 4-bit palettes and one 2-bit). While megadrive only has two (both 4-bit).

Even though the Genesis only has two layers, each of its background layers has a high and low layer which can scroll independently and even have different Z priority.

GenesisPlanes.png


This is where most of the parallax magic happens in hardware.
 
The cool thing about older hardware is that you could get around not having multiple layers for Parallax Scrolling by drawing every background pixel row independently to simulate Parallax Scrolling. You can often notice this because every pixel in a same row will go at the same speed but other rows go at different speeds.

Programmers/Artists just had to be ingenious enough to make it hard to notice.
 
Even though the Genesis only has two layers, each of its background layers has a high and low layer which can scroll independently and even have different Z priority.

GenesisPlanes.png


This is where most of the parallax magic happens in hardware.

That's just the priority bit for tiles/sprites. It's similar on SNES. And no it does not affect scrolling. But yes it can be used to create more impressive parallax scenes and hide the edges of raster based scrolling
 
Even though the Genesis only has two layers, each of its background layers has a high and low layer which can scroll independently and even have different Z priority.

GenesisPlanes.png


This is where most of the parallax magic happens in hardware.

No, not as such. Plane A High and Plane A low aren't separate planes, it's the same plane with different a priority set. I.e. you can't have a plane A high and low at the same time.

As to why the Genny had better parallax, that's down to the talent of the developers. The SNES hardware genuinely had an edge.
 
Jazz Jackrabbit 2 (PC) has 8 layers of sprites and you can even edit the scrolling speeds of each of them in the map editor, except for layer 4 which your character is on. It's great to have a simple implementation for custom maps.
 
Hydrocity Zone in Sonic 3.
Because boy, that pseudo-3D water surface.

Ice Cap Zone also had some very cool parallax with the vertical background.
 
What about Galactic Attack / Layer Section on the Saturn? I seem to recall some really cool parallax effects.

https://youtu.be/N8gkEo3woNQ?t=125
https://youtu.be/N8gkEo3woNQ?t=259
https://youtu.be/N8gkEo3woNQ?t=538

Aptly named too, as you dig deeper into each layer of the world. :)

Ranger X is another Genesis example.

Check out this forest level. There's even dynamic lighting! https://youtu.be/ZmkyHnh-lWM?t=847
Fuck that is cool! I knew a bit about Ranger X but I never really noticed that. Nice music too! Dat Genesis soundchip <3
 
Parallax scrolling is often used to refer to creating the illusion of depth/distance using flat 2D layers scrolling through the viewable area at different speeds. Fully 3D rendered games, even of the 2.5D variety, don't actually implement parallax scrolling techniques as the parallax effect is inherent to polygonal 3D rendering and these games don't need to fake it.
... and yet Syder Arcade does it and very effective too. Breaking up your scene into layers with parallax scrolling gives way more depth impact than scrolling through normal 3D scene. It's also less expensive performance wise, than rendering full scenes with lots of depth.

Puppeteer on PS3 also sports parallax scrolling while having lots of 3D rendering.

Donut-Level.gif


Skeleton-Crow.gif
 
Ninja Gaiden 3 had some parallax stages, which was an extremely rare effect on NES games. Battletoads, Bucky O'Hare, and a few other games had one layer of parallax, but NG3 had multiple on one stage:

6mSv7eM.gif
 
Most of you probably know there is a ps4 dynamic theme for the original 1989 shadow of the beast for anyone interested.

I got it from my ps4 - the extras tab - when I bought the heavy spectrum version and I was going to post the link to the store for you but for some reason the link is an error on the store, but on ps4 it worked last time I tried about an hour ago.

I'm sure those that want it if you havent got it can find it easily enough.

It's got that parallax goodness!
 
Nope. It is because of MD's VDP being a beast on that regard. Megadrive has a lot of hardware highlights beyond the CPU. But it is like most people want to disregard it.

in terms of parallax scrolling the VDP doesn't really have any features that the SNES doesn't match or surpass. How you set up things like line based scrolling is a bit different, but it should actually be more flexible on SNES with the HDMA system, and it can do more real layers.

But no it's not particularly CPU heavy either. If there are indeed more games with impressive parallax on mega drive I'd put it down to different focus across the platforms, and also, since you can do do more on Snes without raster effects there's less need for it. Plus a lot of the time when developers wanted fancy effects on SNES they go straight to Mode 7
 
What about Galactic Attack / Layer Section on the Saturn? I seem to recall some really cool parallax effects.





Aptly named too, as you dig deeper into each layer of the world. :)


I can't believe I forgot Galactic Attack. I loved that game as a kid.
Definitely one of the best looking games of the era.


It had some killer line scrolling effects if you ran it in "arcade" mode(Yes I flipped my 80lb crt just to see this lol).

https://youtu.be/1_OcMm439tM?t=234
 
I always wondered what the hell that was Greendog was throwing at people...a damn frisbee or something?
 
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