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Parallax scrolling is a technique in
computer graphics Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. ...
where background images move past the camera more slowly than foreground images, creating an illusion of depth in a 2D scene of distance. The technique grew out of the multiplane camera technique used in
traditional animation Traditional animation (or classical animation, cel animation, or hand-drawn animation) is an animation technique in which each frame is drawing, drawn by hand. The technique was the dominant form of animation of the 20th century, until there wa ...
since the 1930s. Parallax scrolling was popularized in
2D computer graphics 2D computer graphics is the computer-based generation of digital images—mostly from two-dimensional models (such as 2D geometric models, text, and digital images) and by techniques specific to them. It may refer to the branch of computer s ...
with its introduction to
video games A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
in the early 1980s. Some parallax scrolling was used in the
arcade video game An arcade video game is an arcade game that takes player input from its controls, processes it through electrical or computerized components, and displays output to an electronic monitor or similar display. All arcade video games are coin-oper ...
''
Jump Bug is a 1981 scrolling shooter platform game developed by Alpha Denshi under contract for Hoei Corporation. It was distributed in arcades by Sega in Japan and Europe, and by Rock-Ola in North America. The player controls a bouncing Volkswagen- ...
'' (1981). It used a limited form of parallax scrolling with the main scene scrolling while the starry night sky is fixed and clouds move slowly, adding depth to the scenery. The following year, '' Moon Patrol'' (1982) implemented a full form of parallax scrolling, with three separate background layers scrolling at different speeds, simulating the distance between them. ''Moon Patrol'' is often credited with popularizing parallax scrolling. '' Jungle King'' (1982), later called ''Jungle Hunt'', also had parallax scrolling, and was released a month after ''Moon Patrol'' in June 1982.


Methods

There are four main methods of
parallax Parallax is a displacement or difference in the apparent position of an object viewed along two different sightline, lines of sight and is measured by the angle or half-angle of inclination between those two lines. Due to perspective (graphica ...
scrolling used in titles for
arcade system board An arcade video game is an arcade game that takes player input from its controls, processes it through electrical or computerized components, and displays output to an electronic monitor or similar display. All arcade video games are coin-opera ...
,
video game console A video game console is an electronic device that Input/output, outputs a video signal or image to display a video game that can typically be played with a game controller. These may be home video game console, home consoles, which are generally ...
and
personal computer A personal computer, commonly referred to as PC or computer, is a computer designed for individual use. It is typically used for tasks such as Word processor, word processing, web browser, internet browsing, email, multimedia playback, and PC ...
systems.


Layer method

Some display systems support multiple background layers that can be scrolled independently in horizontal and vertical directions and composited on one another, simulating a multiplane camera. On such a display system, a game can produce parallax by simply changing each layer's position by a different amount in the same direction. Layers that move more quickly are perceived to be closer to the virtual camera. Layers can be placed in front of the ''playfield''—the layer containing the objects with which the player interacts—for various reasons such as to provide increased dimension, obscure some of the action of the game, or distract the player.


Sprite method

Programmers may also make pseudo-layers of sprites—individually controllable moving objects drawn by hardware on top of or behind the layers—if they are available on the display system. For instance '' Star Force'', an overhead-view vertically scrolling shooter for NES, used this for its starfield, and '' Final Fight'' for the Super NES used this technique for the layer immediately in front of the main playfield. The
Amiga Amiga is a family of personal computers produced by Commodore International, Commodore from 1985 until the company's bankruptcy in 1994, with production by others afterward. The original model is one of a number of mid-1980s computers with 16-b ...
computer has sprites which can have any height and can be set horizontal with the copper co-processor, which makes them ideal for this purpose. Risky Woods on the
Amiga Amiga is a family of personal computers produced by Commodore International, Commodore from 1985 until the company's bankruptcy in 1994, with production by others afterward. The original model is one of a number of mid-1980s computers with 16-b ...
uses sprites multiplexed with the copper to create an entire fullscreen parallax background layer as an alternative to the system's dual playfield mode.


Repeating pattern/animation method

Scrolling displays built up of individual tiles can be made to 'float' over a repeating background layer by animating the individual tiles' bitmaps in order to portray the parallax effect. Color cycling can be used to animate tiles quickly on the whole screen. This software effect gives the illusion of another (hardware) layer. Many games used this technique for a scrolling star-field, but sometimes a more intricate or multi-directional effect is achieved, such as in the game ''Parallax'' by
Sensible Software Sensible Software was a British software company founded by Jon Hare and Chris Yates which was active from March 1986 to June 1999. It released seven number-one hit games and won numerous industry awards. The company used exaggeratedly small sp ...
.


Raster method

In
raster graphics upright=1, The Smiley, smiley face in the top left corner is a raster image. When enlarged, individual pixels appear as squares. Enlarging further, each pixel can be analyzed, with their colors constructed through combination of the values for ...
, the lines of pixels in an image are typically composited and refreshed in top-to-bottom order with a slight delay (called the horizontal blanking interval) between drawing one line and drawing the next line. Games designed for older graphical chipsets—such as those of the third and fourth generations of video game consoles, those of dedicated TV games, or those of similar handheld systems—take advantage of the raster characteristics to create the illusion of more layers. Some display systems have only one layer. These include most of the classic 8-bit systems (such as the
Commodore 64 The Commodore 64, also known as the C64, is an 8-bit computing, 8-bit home computer introduced in January 1982 by Commodore International (first shown at the Consumer Electronics Show, January 7–10, 1982, in Las Vegas). It has been listed in ...
,
Nintendo Entertainment System The Nintendo Entertainment System (NES) is an 8-bit home video game console developed and marketed by Nintendo. It was first released in Japan on 15 July 1983 as the and was later released as the redesigned NES in several test markets in the ...
,
Master System The is an 8-bit Third generation of video game consoles, third-generation home video game console manufactured and developed by Sega. It was originally a remodeled export version of the Sega Mark III, the third iteration of the SG-1000 series ...
, PC Engine/TurboGrafx-16 and original
Game Boy The is a handheld game console developed by Nintendo, launched in the Japanese home market on April 21, 1989, followed by North America later that year and other territories from 1990 onwards. Following the success of the Game & Watch single-ga ...
). 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 effect" and is also useful for changing the system palette to provide a gradient background. Some platforms (such as the Commodore 64,
Amiga Amiga is a family of personal computers produced by Commodore International, Commodore from 1985 until the company's bankruptcy in 1994, with production by others afterward. The original model is one of a number of mid-1980s computers with 16-b ...
, Master System, PC Engine/TurboGrafx-16, Sega Mega Drive/Genesis, Super NES,
Game Boy The is a handheld game console developed by Nintendo, launched in the Japanese home market on April 21, 1989, followed by North America later that year and other territories from 1990 onwards. Following the success of the Game & Watch single-ga ...
,
Game Boy Advance The (GBA) is a 32-bit handheld game console, manufactured by Nintendo, which was released in Japan on March 21, 2001, and to international markets that June. It was later released in mainland China in 2004, under the name iQue Game Boy Advanc ...
and
Nintendo DS The is a foldable handheld game console produced by Nintendo, released globally across 2004 and 2005. The DS, an initialism for "Developers' System" or "Dual Screen", introduced distinctive new features to handheld games: two LCD screens worki ...
) provide a horizontal blank interrupt for automatically setting the registers independently of the rest of the program. Others, such as the NES, require the use of cycle-timed code, which is specially written to take exactly as long to execute as the video chip takes to draw one scanline, or timers inside game cartridges that generate interrupts after a given number of scanlines have been drawn. Many NES games use this technique to draw their status bars, and '' Teenage Mutant Ninja Turtles II: The Arcade Game'' and '' Vice: Project Doom'' for NES use it to scroll background layers at different rates. 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 is a video game series and media franchise created by the Japanese developers Yuji Naka, Naoto Ohshima, and Hirokazu Yasuhara for Sega. The franchise follows Sonic the Hedgehog (character), Sonic, an anthropomorphic blue hedgehog who battle ...
'', '' Sonic The Hedgehog 2'', ''
ActRaiser is a 1990 video game developed by Quintet and published by Enix for the Super Nintendo Entertainment System. It combines traditional side-scrolling platforming and sections with city building elements. A sequel, '' ActRaiser 2'', was releas ...
'', '' Lionheart'', '' Kid Chaos'' and ''
Street Fighter II is a 1991 fighting game developed and published by Capcom for arcade game, arcades. It is the second installment in the ''Street Fighter'' series and the sequel to 1987's ''Street Fighter (video game), Street Fighter''. Designed by Yoshiki O ...
'' used this effect well. If each scanline has its own layer, the ''
Pole Position In a motorsports race, the pole position is usually the best and "statistically the most advantageous" starting position on the track. The pole position is usually earned by the driver with the best qualifying times in the trials before the ra ...
'' effect is produced, which creates a pseudo-3D road (or a pseudo-3D ball court as in '' NBA Jam'') on a 2D system. 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'' 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
tiles Tiles are usually thin, square or rectangular coverings manufactured from hard-wearing material such as ceramic, stone, metal, baked clay, or even glass. They are generally fixed in place in an array to cover roofs, floors, walls, edges, or ot ...
on a screen can be scrolled individually. This technique is implemented in the graphics chips of various Sega arcade system boards since the Sega Space Harrier and
System 16 Sega is a video game developer, publisher, and hardware development company headquartered in Tokyo, Japan, with multiple offices around the world. The company's involvement in the arcade game industry began as a Japan-based distributor of coin- ...
, the Sega Mega Drive/Genesis console, and the Capcom CP System, Irem M-92 and Taito F3 System
arcade game An arcade game or coin-op game is a coin-operated entertainment machine typically installed in public businesses such as restaurants, bars and amusement arcades. Most arcade games are presented as primarily game of skill, games of skill and in ...
boards.


Example

In the following animation, three layers are moving leftward at different speeds. Their speeds decrease from front to back and correspond to increases in relative distance from the viewer. The ground layer is moving 8 times as fast as the vegetation layer. The vegetation layer is moving two times as fast as the cloud layer. Image:Sky back layer.png, Cloud layer - back Image:Vegetation (middle layer).png, Vegetation layer - middle Image:Ground (front layer).png, Ground layer - front Image:Parallax scrolling example scene.gif, Animation


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. In a February 2008 tutorial on web design blog Think Vitamin, web designer Paul Annett explained how he had created a parallax effect using CSS and without JavaScript for the website of Silverback, a usability testing app. He demonstrated the effect on stage at SXSW Interactive 2009, with the help of audience participation and a man in a gorilla suit. Advocates argue it is a simple way to embrace the fluidity of the Web, citing the Silverback website as the first example they had come across. Proponents use parallax backgrounds as a tool to better engage users and improve the overall experience that a website provides. However, a
Purdue University Purdue University is a Public university#United States, public Land-grant university, land-grant research university in West Lafayette, Indiana, United States, and the flagship campus of the Purdue University system. The university was founded ...
study, published in 2013, revealed the following findings: "... although parallax scrolling enhanced certain aspects of the user experience, it did not necessarily improve the overall user experience". A undated study occurring during or after 2010 by Dede Frederick, James Mohler, Mihaela Vorvoreanu, and Ronald Glotzbach noted that parallax scrolling "may cause certain people to experience nausea."


See also

* 2.5D *
Scrolling In computer displays, filmmaking, television production, video games and other kinetic displays, scrolling is sliding text, images or video across a monitor or display, vertically or horizontally. "Scrolling," as such, does not change the layout ...
* Skybox


References

{{Stereoscopy Video game design Video game development Parallax Responsive web design Ajax (programming) Adaptive web design