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Compare SkyBox, rendering of a 3D game's sky as a cube that wraps around the world, and {{Kinestasis}}, the {{pan}}ning and {{zoom}}ing of the camera over a still image to add some motion. Don't confuse with ParallaxMontage, which are highly time-compressed advertisements.

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Compare Contrast SkyBox, rendering of a 3D game's sky as a cube that wraps around the world, world. Compare {{Squigglevision}}, giving the illusion of movement through exaggerated LineBoil, and {{Kinestasis}}, the {{pan}}ning and {{zoom}}ing of the camera over a still image to add some motion. Don't confuse with ParallaxMontage, which are highly time-compressed advertisements.
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Due to the astounding speed, vehicles traveling fast enough to produce StreamingStars will not have parallaxes applied to them.
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* ''Film/{{Spaceballs}}'': The ships have a "LudicrousSpeed" mode that causes them to travel so fast, that motion parallax gets plaid.
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* ''VideoGame/ChildOfLight'': The TwoAndAHalfD Ubiart Framework game engine builds the levels out of hundreds of 2D planes arranged in a 3D space. This makes complex parallaxes possible.
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Compare SkyBox, rendering of a 3D game's sky as a cube that wraps around the world, and {{Kinestasis}}, the {{pan}}ning and {{zoom}}ing of the camera over a still image to add some motion. Don't confuse with ParallaxMontage.

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Compare SkyBox, rendering of a 3D game's sky as a cube that wraps around the world, and {{Kinestasis}}, the {{pan}}ning and {{zoom}}ing of the camera over a still image to add some motion. Don't confuse with ParallaxMontage.ParallaxMontage, which are highly time-compressed advertisements.
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[[AC:Anime & Manga]]
* ''Anime/RebuildOfEvangelion'': Every monitor, particularly at the NERV headquarters and including non-plot-relevant ones, displays 5D parallax screens. This facilitates tracking where the Evas and Angels are in relation to each other but is mostly just ExtremeGraphicalRepresentation.
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[[AC:Consoles]]

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[[AC:Consoles]][[AC:Gaming Consoles]]
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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 required a special piece of equipment called a "multiplane camera" 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.

Compare 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 required a special piece of equipment called a "multiplane camera" 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, WraparoundBackground --the reuse of background images in a single scene to show movement-- and this effect intensifies the fakeness.

Compare SkyBox.SkyBox, rendering of a 3D game's sky as a cube that wraps around the world, and {{Kinestasis}}, the {{pan}}ning and {{zoom}}ing of the camera over a still image to add some motion. Don't confuse with ParallaxMontage.
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* ''WesternAnimation/{{In the Realms of the Unreal}}'': The animated sections of Creator/{{Darger}}'s magnum opus are generated through layered and panned {{kinestasis}} to produce a parallax effect. The cut illustrations are thus given a three-dimensional look.
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* ''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/Sonic3AndKnuckles'': On top of the usual ingenious use of this camera trick, the addition of even more layers of motion parallax allows for generating very dynamic water stages (particularly when near the surface, when the above and below backgrounds run at mismatched speeds) and smooths the two-player mode.

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** ''VideoGame/Sonic3AndKnuckles'': On top of the usual ingenious use of this camera trick, the addition of even more layers of scanline motion parallax allows for generating very dynamic water stages (particularly when near the surface, when the above and below backgrounds run at mismatched speeds) and smooths the two-player mode.
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* ''VideoGame/ForbiddenForest'': One of the earliest 2D games that used parallaxes in its backgrounds.

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* ''VideoGame/ForbiddenForest'': One of the earliest 2D games that used uses parallaxes in its backgrounds.
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* ''VideoGame/MadStalkerFullMetalForce'': The Sharp X68000 version features motion parallax in the graphics of the layered backgrounds.

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* ''VideoGame/MadStalkerFullMetalForce'': The Sharp X68000 UsefulNotes/SharpX68000 version features motion parallax in the graphics of the layered backgrounds.
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* In real life, and as stated in the description, motion parallax is a measurable physics phenomenon. It helps us calculate stuff like astronomical distances. For one, parsecs; i.e., the distance where the parallax angle is measured from opposite sides of UsefulNotes/{{Earth}}. For another, determining the distance of UsefulNotes/{{stars}} is done by trigonometric parallax, which computes the relative movements of objects against a "fixed" background of far-off stars and galaxies. In other words, the closer a star is, the more it will seem to move.

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* In real life, and as stated in the description, motion parallax is a measurable physics phenomenon. It helps us calculate stuff like astronomical distances. For one, parsecs; i.e., the distance where the parallax angle is measured from opposite sides of UsefulNotes/{{Earth}}. For another, determining the distance of UsefulNotes/{{stars}} is done by trigonometric parallax, which computes the relative movements of objects against a "fixed" background of far-off stars and galaxies. In other words, the closer a star is, the more it will seem to move.
move, which is very noticeable when one does a [[HeavenlyConcentricCircles star trail]] photograph.
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[[AC:Real Life]]
* In real life, and as stated in the description, motion parallax is a measurable physics phenomenon. It helps us calculate stuff like astronomical distances. For one, parsecs; i.e., the distance where the parallax angle is measured from opposite sides of UsefulNotes/{{Earth}}. For another, determining the distance of UsefulNotes/{{stars}} is done by trigonometric parallax, which computes the relative movements of objects against a "fixed" background of far-off stars and galaxies. In other words, the closer a star is, the more it will seem to move.
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[[AC:Consoles]]
* 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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* ''VideoGame/{{Demotronic}}'': Its first part features vertical parallax combined with rapidly changing color palettes to produce a unique 3D effect for the TabletopGame/{{chess}board that composes background. For it to be displayed, it requires cycle-perfect emulation.

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* ''VideoGame/{{Demotronic}}'': Its first part features vertical parallax combined with rapidly changing color palettes to produce a unique 3D effect for the TabletopGame/{{chess}board TabletopGame/{{checker|s}}board that composes background. For it to be displayed, it requires cycle-perfect emulation.


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* ''VideoGame/PrehistorikMan'': The [=GameBoy=] version has multiple, fully formed layers of parallax scrolling in the intro --the trees in front of Sam run faster than Sam and the text boxes he drags, which in turn move faster than the foliage in the background. The text boxes themselves are animated this way, although with no transparency, to allow their movement to be differentiated from Sam's.


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* ''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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[[AC:Western Animation]]
* ''WesternAnimation/MyLittlePonyFriendshipIsMagic'': The animation is not done in traditional cels but rendered by an old version of UsefulNotes/AdobeFlash. Yet, it's still capable of being programmed to generate motion parallax and other non-CG 3D effects that prevent the middle- and backgrounds from looking flat.
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* ''VideoGame/{{Demotronic}}'': Its first part features vertical parallax combined with rapidly changing color palettes to produce a unique 3D effect for the TabletopGame/{{chess}board that composes background. For it to be displayed, it requires cycle-perfect emulation.
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* ''VideoGame/FatalFury'': ''VideoGame/RealBoutFatalFury'' and ''VideoGame/GarouMarkOfTheWolves'' have parallax scrolling enabling their backgrounds.
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* ''Franchise/SonicTheHedgehog'':
** ''VideoGame/SonicTheHedgehog1'': At the time, the main draw to the game was the incredible graphics it displayed; half of it due to close attention to it and half owing due to the clever use of parallaxes that took into account Sonic's acceleration as well as vertical movement.
** ''VideoGame/Sonic3AndKnuckles'': On top of the usual ingenious use of this camera trick, the addition of even more layers of motion parallax allows for generating very dynamic water stages (particularly when near the surface, when the above and below backgrounds run at mismatched speeds) and smooths the two-player mode.
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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/Obitus'': ''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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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 ''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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To get around this problem in {{animation}}, some use multiple background cel layers, moving at different speeds. (In In the past this has required a special piece of equipment called a "multiplane camera" --see the extras on Creator/{{Disney}}'s ''WesternAnimation/{{Bambi}}'' [=DVD=] for details-- but the effect has become much easier to manage in the digital age.) age. Excessively cheap animation (see Creator/{{Filmation}}, Creator/HannaBarbera) uses the single WraparoundBackground, and this intensifies the fakeness.



* ''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 {{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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* ''WesternAnimation/{{Bambi}}'': The [=DVD=] extras go on to explain how the multiplane camera is employed to generate a feeling of depth through several layers of parallax. The characters in the foreground are animated at a different speed than the middle- and backgrounds whenever there are any CameraTricks involved. More elements are made dynamic in certain scenes.
* ''WesternAnimation/TheOldMill'': As far as animation comes, goes, this is the first short film recorded with a Multiplane Camera, then edge-cutting equipment that allowed shooting different pieces of {{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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[[AC:Films -- Live-Action]]
* Creator/MichaelBay: According to Creator/LindsayEllis's rundown of his film especial effects techniques, a wide parallax is part of his CreatorThumbprint.

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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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* ''VideoGame/DevilEngine'': A camera {{pan}}ning effect is achieved by means of parallax scrolling. It's a breathtaking sight swivel that occurs after defeating the fifth stage's mid-bosses.


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* ''VideoGame/KentuckyRouteZero'': The parallax scrolling in act two's forest is an homage to Creator/ReneMagritte's "Le blanc-seing" ("The Blank Signature").

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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.

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* ''Franchise/MegaMan'':
** ''VideoGame/MegaMan3'': Although it cannot be seen through normal gameplay due to the console's technical constraints, the beginning of the Gemini Man stage has a planet with a ring system that is animated with parallax scrolling more complex than any other level.
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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.
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* ''VideoGame/Agony1992'': The environments have three-layered parallax.


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* ''VideoGame/AstroMarineCorps'': The 16-bit graphics are animated by one or two layers of parallax; one for the starts and another for any spacial debris or planets.
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* ''VideoGame/DeathRally'': Parallax movement can be seen on rock formations and buildings.
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* ''VideoGame/Doom64'': The skies are animated through parallaxes.
* ''VideoGame/FinalLegacy'': Employed along with other tricks to create a pseudo-3D look to the ship combat segments. The clouds, and birds flying over the ocean, are on two separate layers based on distance.
* ''VideoGame/ForbiddenForest'': One of the earliest 2D games that used parallaxes in its backgrounds.
* ''VideoGame/GoldenTreasureTheGreatGreen'': The scenery is illustrated by many-layered {{paintings}} that move at different speeds thanks to parallax techniques.
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* ''VideoGame/KirbysAdventure'': There is complex motion parallax scrolling during the first phase of the final boss battle.
* ''VideoGame/LoveNikkiDressUpQueen'': A motion parallax effect is simulated by the main menu --the buildings in the foreground (Free Dressing and Store) move farther when swiping left or right than those in the middle ground (Recipe Workshop, Competition, and Stylist Association), and the buildings in the background (Stylist's Arena and Mystery House) less so than those in the middle.


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* ''VideoGame/MajorStryker'': The superimposed three backgrounds are generated through triple-parallax scrolling.

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