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* ''VideoGame/MadStalkerFullMetalForce'': The UsefulNotes/SharpX68000 version features motion parallax in the graphics of the layered backgrounds.
* ''Manga/MagicalTarurutoKun'': The vividly colorful backgrounds of the video game adaptation are put in the spotlight thanks to the UsefulNotes/SegaGenesis's parallax scrolling.

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* ''VideoGame/MadStalkerFullMetalForce'': The UsefulNotes/SharpX68000 Platform/SharpX68000 version features motion parallax in the graphics of the layered backgrounds.
* ''Manga/MagicalTarurutoKun'': The vividly colorful backgrounds of the video game adaptation are put in the spotlight thanks to the UsefulNotes/SegaGenesis's Platform/SegaGenesis's parallax scrolling.



* ''VideoGame/MayhemInMonsterland'': The UsefulNotes/Commodore64 are brought to a peak through, among other enhancements, the layering of parallax scrolling in some scenes.

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* ''VideoGame/MayhemInMonsterland'': The UsefulNotes/Commodore64 Platform/Commodore64 are brought to a peak through, among other enhancements, the layering of parallax scrolling in some scenes.



* ''VideoGame/PacLand'': The graphics of the platforms are given depth by means of parallax to distinguish them from the backgrounds. This is, however, not present in the UsefulNotes/TurboGrafx16 version.

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* ''VideoGame/PacLand'': The graphics of the platforms are given depth by means of parallax to distinguish them from the backgrounds. This is, however, not present in the UsefulNotes/TurboGrafx16 Platform/TurboGrafx16 version.



* ''VideoGame/TheByteBeforeChristmas'': "Bell Hopper" is generated by fluid parallax scrolling despite the UsefulNotes/Atari2600 being incapable of supporting such an effect.

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* ''VideoGame/TheByteBeforeChristmas'': "Bell Hopper" is generated by fluid parallax scrolling despite the UsefulNotes/Atari2600 Platform/Atari2600 being incapable of supporting such an effect.
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Live-action shows with windows on the set (and sufficient budgets) will often build the landscape outside as several layers of flat cutouts, thus giving some motion parallax to the background. This same idea was used to create pseudo-3D backgrounds for computer games during [[UsefulNotes/The16bitEraOfConsoleVideoGames the 16-bit era]] when computers and consoles didn't have the horsepower for proper, textured 3D. A common bragging point on the boxes of many games is the number of simultaneously composited scrolling parallax layers the game displays at once.

to:

Live-action shows with windows on the set (and sufficient budgets) will often build the landscape outside as several layers of flat cutouts, thus giving some motion parallax to the background. This same idea was used to create pseudo-3D backgrounds for computer games during [[UsefulNotes/The16bitEraOfConsoleVideoGames [[MediaNotes/The16bitEraOfConsoleVideoGames the 16-bit era]] when computers and consoles didn't have the horsepower for proper, textured 3D. A common bragging point on the boxes of many games is the number of simultaneously composited scrolling parallax layers the game displays at once.



* UsefulNotes/Nintendo3DS: It's capable of producing adjustable, stereoscopic 3D visuals without the use of special glasses thanks to incorporating a parallax barrier on the top screen.

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* UsefulNotes/Nintendo3DS: Platform/Nintendo3DS: It's capable of producing adjustable, stereoscopic 3D visuals without the use of special glasses thanks to incorporating a parallax barrier on the top screen.

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