Yes, cause of that i said "simulate" and they do it very well!
Is very hard to see it in anothers games on mega drive library,
a good example its on Ryu and Blanka stage thats lacks sky bkgs scrolling turning everything static and boring :?:(:|
When he rides through the forest, it looks like there are three layers, but maybe the trees in the front are sprites.
4:20. Looks like there are three layers here, walkable front, trees and mountain.
Has this been brought up before(perhaps another topic)? Whatever the trick is, I think the few times you can see the 5 layers of tree tops moving at seemingly different paces in Aquatic Ruin Zone, on top of the rest of the background looks amazing.
http://www.youtube.com/watch?v=2RGsqR70kes
It seems like there's a similar effect, with fewer layers(possibly less than this thread wants to talk about), in the upper portions of the grass in the Baseball Field section of Streets of Rage 2's 4th stage, when the screen scrolls with your movement.
http://www.youtube.com/watch?v=uDkR8MMeF_Q
The Sonic 2 trees or horizontal scrolls strips of SoR 2, are only linescroll effects cleverly designed to add depth with fewers layers, its different from parallax layer scroll.
Edit.: The Aquatic Ruins in Sonic 2 foreground vegetation overlaps the layer A and B, but scrolls in sync with the layer B (in fact is the same layer low and high priorities), but yep that trick does simulates an additional layer very well. :cool:
This scene is very complex, it is more a show of Treasure cleverness.
https://j.gifs.com/nZPlyR.gif
The foreground towers are formed mixing the layer B high priority and sprites.
Layer B disabled
http://i.imgur.com/Dksqr58.png
Sprite Disabled
http://i.imgur.com/m49lfcc.png
The giant missiles seem sprites, actually also part of the layer A, scrolling very fast, no slow noticeable.
Layer A
http://i.imgur.com/8luXGhu.png
OP Needs to compile a list of all the games mentioned in the opening post so we don't have to go through all these pages to see what games got mentioned already.
Anyway, while still playing the Sonic games at the moment, I noticed Sonic Team sure loved to push the 3 layer look. And not just for Sonic 1 and 2, but 3 as well. Noticed yesterday while playing Sonic 3 that Carnival Knight, cave section of Ice Cap, and Launch Base act 1 all have simulated 3 layer trickery.
https://www.youtube.com/watch?v=EB9IMQjBQWs
Was playing off a PSP emulator (Pico), so didn't have access to background layer toggle, but going by Launch Base zone, you can tell it's animated since it's not as smooth looking. The extra colours and detail probably contribute to looking less smooth, as I'm pretty sure the other two stages I mentioned are doing the same trick.
Otherwise for Sonic 1 Starlight zone that's already been mentioned, anybody confirm if that foreground beam is a sprite or not? Has to be a sprite, right?
On the way.
Yep, it's all about animated tiles, in Sonic Knukcles they used the same trick in Mushroom Zone.
http://i.imgur.com/FabkSmj.gif
Are sprites, Chemichal Plant do the same trickery.
Now one new, Simpsons Barts Nightmare has interesting approach.
https://j.gifs.com/1jP1BV.gif
The first layer (big amoebas or something like that) is plan A and overlapp all another layers
The second layer (browned balls) are sprites
The third layer (more big amoebas) layer is plan B
The fourth layer is the the beautiful colored background, why programmers did not use more these techniques for just simulate a Snes HDMA/ Amiga copper effects?
For comparision Super Nes version.
http://i.imgur.com/O2H5dt2.mp4
Konami provide this fantastic view in RKA clouds and mountains overlap the far sky.
https://j.gifs.com/Rg7X7E.gif
Probably used the same Thunder Force IV gimick.
Earnest Evans the climb stage.
https://j.gifs.com/r06WVW.gif
The most impressive, the great chain is fully sprites.
Meeting requests, big thread update, all games and users already listeds in OP, very thanks!
The cool Alien Soldier boss explosion effect use a background layer, more perpicative players will perceive that trick occur only in scenes with none parallax effect, except that boss.
https://j.gifs.com/Q1RzGG.gif
The explosion overlaps the middle platform, the airport background and scroll very smooth. Treasure is the unique developer who did this trick in Genesis. In Snes is a very common effect, and done activating the window layer.
https://j.gifs.com/3lG8mR.gif
I'm guessing Alien Soldier does it using sprites?
Even the PC Engine has a version of this effect. It must use sprites for most of it, because it occurs on top of sliding strip of parallax.
PC Engine
https://j.gifs.com/BBpKDY.gif
Arcade
https://j.gifs.com/DkrMy6.gif
It's the second scroll layer, using raster effects to give shape to the explosion (much like how the road in racing games work). Every boss that has this kind of explosion makes sure to leave that layer unused when the boss dies. This one uses linescroll + sprites for the parallax, the rest just opt to ditch the parallax altogether (though the second layer may be used on the boss itself, which would be freed up during the explosion).