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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.
Scrolling may take place in discrete increments (perhaps one or a few lines of text at a time), or continuously (smooth scrolling). Frame rate is the speed at which an entire image is redisplayed. It is related to scrolling in that changes to text and image position can only happen as often as the image can be redisplayed.
Moon Patrol is often credited with popularizing parallax scrolling. [7] Jungle Hunt also had parallax scrolling [10] and was released the same month as Moon Patrol in June 1982. [11] Activision published two side-scrolling racing games for the Atari VCS in 1982: the biplane-based Barnstorming [12] and the top-view Grand Prix.
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The idea for the game came from a brainstorming session about parallax scrolling, and was revised in fits of creativity. They paired the parallax scrolling with speed, [5] and eventually Boxleiter "blurted out with wide-eyes" that the player could "paint the terrain to determine the speed of the character". [6]
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That same year, Irem's Moon Patrol was a side-scrolling run & gun platform-shooter that introduced the use of layered parallax scrolling to give a pseudo-3D effect. [32] In 1985, Space Harrier introduced Sega's " Super Scaler " technology that allowed pseudo-3D sprite-scaling at high frame rates , [ 33 ] with the ability to scale 32,000 sprites ...
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).
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