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Parallax scrolling
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Parallax scrolling
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== Hardware methods == === Layer method === Some display systems support multiple background layers that can be scrolled independently in horizontal and vertical directions and [[Compositing|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. === Row/column scroll === Many [[arcade system board]]s, especially<span style="font-size:14.4444446563721px;"> </span>from [[Sega]], [[Capcom]], and [[Irem]], as well as Sega's [[Mega Drive]] and [[Sega Saturn|Saturn]] consoles, support the scrolling of individual rows and/or columns of a tilemap.<ref>http://mamedev.org/devwiki/index.php?title=Using_MAME%27s_tilemap_system</ref><ref>http://www.gamepilgrimage.com/content/sega-genesis-vs-super-nintendo</ref> This allows the hardware to either produce parallax scrolling effects from a single tilemap, or add more layers of scrolling to increase the depth of parallax scrolling.
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