Leaving the crazy boss dick aside, James Pond 3, perform a extra parallax layer in this stage.
https://j.gifs.com/DRlN0K.gif
Most likely use animated tiles.
Leaving the crazy boss dick aside, James Pond 3, perform a extra parallax layer in this stage.
https://j.gifs.com/DRlN0K.gif
Most likely use animated tiles.
Yeah that's animated tiles. Unique in that they are in the front layer though, that is very unusual.
I believe Mr. Nutz 2 (unreleased), use the same trick. But it's even more impressive, on same scene, the game use transparency tricks (sprites highlight) and Vblank interrupt for "transparent" water.
Put on 1:14:00
https://www.youtube.com/watch?v=dR8bL9dMuHI&t=4464s
Or if you prefer click on the link
http://i.imgur.com/qxtvo7y.gifv
The original Amiga version is even crazier, with a fullscreen scaling boss at the end (with pretty decent framerate), even more parallax, and really crappy stages that kinda look like panorama cotton style floors. The colours are even more garish though xD. I don't know what they were smoking when they made the game, it is all over the place.
^^^
Well, it should be a very interesting screen for counting colors, given highlight sprites and the pallete swap on same screen.
Now, Eliminate Down has impressive parallax effects, the first and third line of asteroids are sprites, the second line of rocks is the plan A and the far outer space is the plan B. The result is very impressive despite the flicker.
https://j.gifs.com/wjv9yR.gif
If there isn't at least a hint of flicker, then you haven't made good enough use of the sprite bandwidth.
Shinobi III uses sprites to simulate a third layer.
Already well known first stage - the trees in the midbackground
https://j.gifs.com/nZjml4.gif
And in the rock columns on the cave, also in the midbackground.
https://j.gifs.com/zmy457.gif
Gaiares
The boss is a mix background A + sprites, it is noticeable back the layer B, the outerspace scroll trick are animated tiles and works well how a extra layer.
https://j.gifs.com/Rg9DGw.gif
Konami did very good usage for Genny sprite bandwidth for push extra deeper visuals in Sunset Riders, the rocks lines, and the cactoes back the trains are sprites, flickering is very noticeable sometimes, but the scene is really really great!
https://j.gifs.com/mwrJoG.gif
https://j.gifs.com/O7A4AY.gif
Ecco 2 the infamous Globe Holder battle.
The boss is the plan A
The metalic gray wall is the plan B.
The game designers used the animated tiles trick on the blue wall for simulate one extra layer.
https://j.gifs.com/Y6j5ZM.gif
The overlap instant
https://j.gifs.com/2RjWAN.gif
E-Swat third stage begin.
https://j.gifs.com/6RX1qR.gif
Seems to be linescroll (between the foreground and the far background), although damn it had me fooled for a moment. Having a layer in the middle certainly helps, huh?
I had to look twice at it too. Just simple linescroll and layer priorities, and yet so effective.
It's possible to simulate more layers by drawing things via software, but it'd be obviously much slower unless it was coded by a veritable deity of programming.
One possible 'trick' to avoid having to draw everything using software BitBLT, is to use a sprite multiplexing trick to simulate/fake your extra layers using sprites. Lasse Oorni went into great detail on a number of multiplexing tricks used for the C64, perhaps with some effort similar tricks can be/were employed on a Genesis: Look for 'Sprite Multiplexing' under the 'Rants' section.
Guys, later on the same stage, before the boss battle i get this peculiar pic, the sky scroll at opposite ways, its the point where the animation stops?
https://j.gifs.com/pQ65Ym.gif
My guess is that these are animated tiles.