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* ''VideoGame/MegaManTheSequelWars'': Parallax effects are used to give the impression of the camera rotating around the platform for dramatic effect. They are also used in the compilation to improve the visual quality of the recolored backgrounds.
* ''VideoGame/MoonPatrol'': This is the UrExample of the trope's use in 2D video games. There is only one parallax --the far background made of bluish rocky formations-- that runs at a different speed than the brown-and-green foreground where the moon buggy is.
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* ''VideoGame/Obitus'': The aptly named ''Parallax Sections'' make use of several foreground and background layers of motion parallax that give the linear platform levels 3D depth.
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* ''VideoGame/ArmorAlley'': The scenic background is layered by parallax scrolling, although it's an optional feature that can be disabled if found distracting. You can also disable the scenic background altogether.


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* ''VideoGame/PrisonCity'': To add onto the {{Retraux}} aesthetic, the backgrounds have parallax scrolling; although done in a cleaner way due to the advancement of display rendering technology.
* ''VideoGame/PuttPutt'': The DOS update of the ''[=Bear Stormin'=]'' minigame has scrolling grass, following the original demo version's lead which had much more simplified graphics.

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* ''WesternAnimation/TheOldMill'': As far as animation comes, this is the first short film recorded with a Multiplane Camera, then edge-cutting equipment that allowed shooting different pieces of artwork (of the backgrounds and characters) mounted on glass levels at different speeds. Thus resulting in an illusion of depth particularly exploited in the opening scenes.

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* ''WesternAnimation/TheOldMill'': As far as animation comes, this is the first short film recorded with a Multiplane Camera, then edge-cutting equipment that allowed shooting different pieces of artwork {{art}}work (of the backgrounds and characters) mounted on glass levels at different speeds. Thus resulting in an illusion of depth particularly exploited in the opening scenes.


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* ''VideoGame/BatmanSunsoft'': The game's detailed, fluid animation is partly achieved by parallax scrolling layered in the background artwork.
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Compare {{Skybox}}. Don't confuse with ParallaxMontage.

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Compare {{Skybox}}.SkyBox. Don't confuse with ParallaxMontage.
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To get around this problem in {{animation}}, some use multiple background cel layers, moving at different speeds. (In the past this has required a special piece of equipment called a "multiplane camera" --see the extras on Creator/{{Disney}}'s ''Bambi'' [=DVD=] for details-- but the effect has become much easier to manage in the digital age.) Excessively cheap animation (see Creator/{{Filmation}}, Creator/HannaBarbera) uses the single WraparoundBackground, and this intensifies the fakeness.

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To get around this problem in {{animation}}, some use multiple background cel layers, moving at different speeds. (In the past this has required a special piece of equipment called a "multiplane camera" --see the extras on Creator/{{Disney}}'s ''Bambi'' ''WesternAnimation/{{Bambi}}'' [=DVD=] for details-- but the effect has become much easier to manage in the digital age.) Excessively cheap animation (see Creator/{{Filmation}}, Creator/HannaBarbera) uses the single WraparoundBackground, and this intensifies the fakeness.
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* ''VideoGame/ViceProjectDoom'': The train stage is rendered by eight levels of parallax scrolling in the background in order to fully capture the feeling of movement of a train. Since the NES consoles don't have parallax as the default, this was done by means of added software.
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* ''VideoGame/SuperMarioMaker'': Most skins are layered with parallax which allows the characters of the retro ones to cast shadows on the background. It gives them the feeling of being illusions.
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[[AC:Films -- Animation]]
* ''WesternAnimation/TheOldMill'': As far as animation comes, this is the first short film recorded with a Multiplane Camera, then edge-cutting equipment that allowed shooting different pieces of artwork (of the backgrounds and characters) mounted on glass levels at different speeds. Thus resulting in an illusion of depth particularly exploited in the opening scenes.
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* ''VideoGame/AnimalCrossingNewHorizons'': Many of the wallpapers used to decorate your space (e.g., Chain-link Fence, Cherry Blossom Trees) are given the illusion of depth through slow parallax.
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* ''VideoGame/BlazingStar'': The second stage's first half has 3D parallax scrolling that runs at 60 fps. The sixth stage has a tunnel modeled with parallax that scrolls toward the foreground. In both cases, the effects are achieved through pre-rendered videos.
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* ''VideoGame/ArtOfFighting3'': The background art is layered with parallax scrolling and sprite scaling to make it look more fluid.
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* ''Series/CornerGas'': The "at the top of the water tower" backgrounds in [[Recap/CornerGasS1E05Grad68 "Grad 68"]] are produced by a motion parallax layer between the tower proper and the scenery behind.

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* ''Series/CornerGas'': The "at the top of the water tower" backgrounds background in [[Recap/CornerGasS1E05Grad68 "Grad 68"]] are is produced by a motion parallax layer between the tower proper and the scenery behind.
behind. It's a tad uncoordinated with the {{zoom}}, though.
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* ''Series/CornerGas'': The "at the top of the water tower" backgrounds in [[Recap/CornerGasS1E05Grad68 "Grad 68"]] are produced by wobbly motion parallax.

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* ''Series/CornerGas'': The "at the top of the water tower" backgrounds in [[Recap/CornerGasS1E05Grad68 "Grad 68"]] are produced by wobbly a motion parallax.
parallax layer between the tower proper and the scenery behind.
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[[AC:Live-Action TV]]
* ''Series/CornerGas'': The "at the top of the water tower" backgrounds in [[Recap/CornerGasS1E05Grad68 "Grad 68"]] are produced by wobbly motion parallax.
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* ''VideoGame/DevilEngine'': A camera {{pan}}ning effect is achieved by means of parallax scrolling. It's a breathtaking sight that occurs after defeating the fifth stage's mid-bosses.
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[[AC:Theme Parks]]
* ''Ride/JurassicParkRiverAdventure'': The Mosasaurus tank's screen has its scenery rendered by motion parallax to create a "seen through a camera lens" effect.


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* ''VideoGame/MadStalkerFullMetalForce'': The Sharp X68000 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/ShadowOfTheBeast'': The otherworld sections in the original US Genesis port are rendered by motion parallax to create a sharp contrast against normal levels.

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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 version.
* ''VideoGame/ShadowOfTheBeast'': The otherworld sections in the original US Genesis port are rendered by motion parallax to create a sharp contrast against normal levels. Most other consoles have trouble replicating the effect.
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* ''VideoGame/ShadowOfTheBeast'': The otherworld sections in the original US Genesis port are rendered by motion parallax to create a sharp contrast against normal levels.

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Compare Skybox. Don't confuse with ParallaxMontage.

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Compare Skybox.{{Skybox}}. Don't confuse with ParallaxMontage.


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* ''VideoGame/{{Shatterhand}}'': The first part of area B boasts no less than four layers of parallax scrolling; which makes the backgrounds and other visual effects look very dynamic.

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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.

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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]], 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.


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!!Examples:

[[AC:Video Games]]
* ''VideoGame/YomawariMidnightShadows'': The tutorial is full of SceneryPorn achieved by layering the mountains with motion parallax so their depth is noticeable against the setting sun.
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To get around this problem in animation, some use multiple background cel layers, moving at different speeds. (In the past this has required a special piece of equipment called a "multiplane camera" --see the extras on Creator/{{Disney}}'s ''Bambi'' [=DVD=] for details-- but the effect has become much easier to manage in the digital age.) Excessively cheap animation (see Creator/{{Filmation}}, Creator/HannaBarbera) uses the single WraparoundBackground, and this intensifies the fakeness.

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To get around this problem in animation, {{animation}}, some use multiple background cel layers, moving at different speeds. (In the past this has required a special piece of equipment called a "multiplane camera" --see the extras on Creator/{{Disney}}'s ''Bambi'' [=DVD=] for details-- but the effect has become much easier to manage in the digital age.) Excessively cheap animation (see Creator/{{Filmation}}, Creator/HannaBarbera) uses the single WraparoundBackground, and this intensifies the fakeness.
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Compare Skybox. Don't confuse with ParallaxMontage.
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Some neurological research suggests that motion parallax gives more depth-perception information than our binocular vision does,[[note]]which makes sense given that neither retinal disparity nor convergence is useful out past about 50 feet / 17 meters or so[[/note]] thus a one-eyed person can still determine distance quite well, if he moves his head a bit.

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Some neurological research suggests that motion parallax gives more depth-perception information than our binocular vision does,[[note]]which makes sense given that neither retinal disparity nor convergence is useful out past about 50 feet / 17 meters or so[[/note]] thus a one-eyed person can still determine distance quite well, well if he moves his head a bit.



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 get around this problem in animation, some use multiple background cel layers, moving at different speeds. (In the past this has required a special piece of equipment called a "multiplane camera" - see the extras on Creator/{{Disney}}'s ''Bambi'' [=DVD=] for details - but the effect has become much easier to manage in the digital age.) Excessively cheap animation (see Creator/{{Filmation}}, Creator/HannaBarbera) uses the single WraparoundBackground, and this intensifies the fakeness.

to:

Live action 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 get around this problem in animation, some use multiple background cel layers, moving at different speeds. (In the past this has required a special piece of equipment called a "multiplane camera" - see --see the extras on Creator/{{Disney}}'s ''Bambi'' [=DVD=] for details - details-- but the effect has become much easier to manage in the digital age.) Excessively cheap animation (see Creator/{{Filmation}}, Creator/HannaBarbera) uses the single WraparoundBackground, and this intensifies the fakeness.
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Thus, any {{truck}} or {{pedestal}} movement will reveal depth information not available to the single eye of the camera. It can call into question, very quickly, the flatness of a painted backdrop, either on set or in animation.

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Thus, any {{truck}} or {{pedestal}} [[CameraTricks pedestal]] movement will reveal depth information not available to the single eye of the camera. It can call into question, very quickly, the flatness of a painted backdrop, either on set or in animation.
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Some neurological research suggests that motion parallax gives more depth-perception information than our binocular vision does, thus a one-eyed person can still determine distance quite well, if he moves his head a bit.

to:

Some neurological research suggests that motion parallax gives more depth-perception information than our binocular vision does, does,[[note]]which makes sense given that neither retinal disparity nor convergence is useful out past about 50 feet / 17 meters or so[[/note]] thus a one-eyed person can still determine distance quite well, if he moves his head a bit.
Is there an issue? Send a MessageReason:
None


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 [[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 [[The16BitEraOfConsoleVideoGames [[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.
Is there an issue? Send a MessageReason:
None


To get around this problem in animation, some use multiple background cel layers, moving at different speeds. (In the past this has required a special piece of equipment called a "multiplane camera" - see the extras on {{Disney}}'s ''Bambi'' [=DVD=] for details - but the effect has become much easier to manage in the digital age.) Excessively cheap animation (see Creator/{{Filmation}}, Creator/HannaBarbera) uses the single WraparoundBackground, and this intensifies the fakeness.

to:

To get around this problem in animation, some use multiple background cel layers, moving at different speeds. (In the past this has required a special piece of equipment called a "multiplane camera" - see the extras on {{Disney}}'s Creator/{{Disney}}'s ''Bambi'' [=DVD=] for details - but the effect has become much easier to manage in the digital age.) Excessively cheap animation (see Creator/{{Filmation}}, Creator/HannaBarbera) uses the single WraparoundBackground, and this intensifies the fakeness.
Is there an issue? Send a MessageReason:
None


To get around this problem in animation, some use multiple background cel layers, moving at different speeds. (In the past this has required a special piece of equipment called a "multiplane camera" - see the extras on {{Disney}}'s ''Bambi'' [=DVD=] for details - but the effect has become much easier to manage in the digital age.) Excessively cheap animation (see {{Creator/Filmation}}, {{Hanna-Barbera}}) uses the single WraparoundBackground, and this intensifies the fakeness.
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<<|CameraTricks|>>

to:

To get around this problem in animation, some use multiple background cel layers, moving at different speeds. (In the past this has required a special piece of equipment called a "multiplane camera" - see the extras on {{Disney}}'s ''Bambi'' [=DVD=] for details - but the effect has become much easier to manage in the digital age.) Excessively cheap animation (see {{Creator/Filmation}}, {{Hanna-Barbera}}) Creator/{{Filmation}}, Creator/HannaBarbera) uses the single WraparoundBackground, and this intensifies the fakeness.
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<<|CameraTricks|>>
fakeness.

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Is there an issue? Send a MessageReason:
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To get around this problem in animation, some use multiple background cel layers, moving at different speeds. (In the past this has required a special piece of equipment called a "multiplane camera" - see the extras on {{Disney}}'s ''Bambi'' [=DVD=] for details - but the effect has become much easier to manage in the digital age.) Excessively cheap animation (see {{Filmation}}, {{Hanna-Barbera}}) uses the single WraparoundBackground, and this intensifies the fakeness.

to:

To get around this problem in animation, some use multiple background cel layers, moving at different speeds. (In the past this has required a special piece of equipment called a "multiplane camera" - see the extras on {{Disney}}'s ''Bambi'' [=DVD=] for details - but the effect has become much easier to manage in the digital age.) Excessively cheap animation (see {{Filmation}}, {{Creator/Filmation}}, {{Hanna-Barbera}}) uses the single WraparoundBackground, and this intensifies the fakeness.

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