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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 scene of distance. [1] The technique grew out of the multiplane camera technique used in traditional animation [ 2 ] since the 1930s.
IGN felt the original game was superior, but praised the two-player cooperative mode, fluid animations and the "fair number of extras that add a lot of depth". [6] GameSpot, however, called the game "mediocre", "forgettable" and "not much fun", though it noted the detailed "unique look" and parallax scrolling. [10]
Wiggle stereoscopy is an example of stereoscopy in which left and right images of a stereogram are animated. This technique is also called wiggle 3-D, wobble 3-D, wigglegram, or sometimes Piku-Piku (Japanese for "twitching"). [1] The sense of depth from such images is due to parallax and to changes to the occlusion of background objects. In ...
The multiplane effect is sometimes referred to as a parallax process. One variation is to have the background and foreground move in opposite directions. This creates an effect of rotation. An early example is the scene in Walt Disney's Snow White and the Seven Dwarfs where the Evil Queen drinks her potion, and the surroundings appear to spin ...
A side-scrolling game or side-scroller is a video game in which the viewpoint is taken from the side, and the onscreen characters generally can only move, to the left or right. Games of this type make use of scrolling computer display technology, and sometimes parallax scrolling to suggest added depth.
An example of parallax scrolling. Parallaxing refers to when a collection of 2D sprites or layers of sprites are made to move independently of each other and/or the background to create a sense of added depth. [4]: 103 This depth cue is created by relative motion of layers.
The side-scrolling format was enhanced by parallax scrolling, which gives an illusion of depth. The background images are presented in multiple layers that scroll at different rates, so objects closer to the horizon scroll slower than objects closer to the viewer. [7] Some parallax scrolling was used in Jump Bug. [8]
Moon Patrol has three separate background layers scrolling at different speeds, simulating the distance between them. [24] Taito's Jungle King, also with parallax scrolling, was released a month after Moon Patrol. The game's designer Takashi Nishiyama went on to create the beat 'em up game Kung-Fu Master (1984).