Suicide Express was one of the best C64 games imo. Great music too. 1985 game.
I played Shadow of The Beast on the c64 mini the other day and after all these years, it still looks good in motion!I do have much love for multi-layer parallax and line scrolling. My love for it started with Shadow of the Beast on the Amiga, 16-bit arcade games and the early 16-bit era of 1987-1990.
Suicide Express was one of the best C64 games imo. Great music too. 1985 game.
I gotta check YouTube for C64 Shadow of the Beast footage.I played Shadow of The Beast on the c64 mini the other day and after all these years, it still looks good in motion!
Not that I recall. It's not a term most people buying games would know but reviewers in magazines would sometimes mention it.So, did games actually actively advertise parallax scrolling as a feature back in the day?
Not that I recall. It's not a term most people buying games would know but reviewers in magazines would sometimes mention it.
Not that I recall. It's not a term most people buying games would know but reviewers in magazines would sometimes mention it.
Yeah, Technosoft was just showing off at this point. LOL Plus, that soundtrack...
I really like how modern 2D games are taking advantage of 3D engines like Unity to push as many parallax layers as possible. Like how Ori or Hollow Knight's environments are made up of dozens of 2D planes stacked on top of each other in 3D space, so the parallax comes naturally as the camera pans around:
Suicide Express was one of the best C64 games imo. Great music too. 1985 game.
In my anecdotal experience, a lot of gamers took notice of the "3d effects" and thought they were cool but usually only the hardcore crowd reading magazines like EGM and Gamefan would use more technical terms like "parallax scrolling", "sprites", "scaling", "Mode 7", etc..Ah, ok - he made it seem like it was a major point to bring up during the console wars - and maybe it was in certain groups. I guess I figured it was fairly well known among gamers back then.
My God! Imagine what every 10 year old at that time must have felt seeing this. Is this the most technologically impressive game of any time? I want to play it.
whoa this game reminds me of a bad ass version of Super Locomotive (which has some nice lil 1982 parallax scrolling of its own)
The creator, Antony Crowther, made a bunch of really great games in that era. Actually as a teen at the time, and being interested in game dev, I called the publisher to see if I could speak to him. They put me through and we had a good chat. That was so nice of him.My God! Imagine what every 10 year old at that time must have felt seeing this. Is this one of the most technologically impressive games of any time? I want to play it.
whoa this game reminds me of a bad ass version of Super Locomotive (which has some nice lil 1982 parallax scrolling of its own)
What game is this? Also, is there an explanation for why the two bg layers are moving in the wrong direction?
whoa this game reminds me of a bad ass version of Super Locomotive (which has some nice lil 1982 parallax scrolling of its own)
Suicide Express was one of the best C64 games imo. Great music too. 1985 game.
Jim Power: The Lost Dimension in 3D
I think the weird parallax is because it was released with some 3D glasses. I've never actually seen the glasses or how it looks while using the glasses, though.
It's absolutely nauseating to play. The gif doesn't capture it, but running to and fro causes the background to whip around in a really disorienting way. The game's also really hard in general, from what I remember.
yea...unless he's running in a circleWhat game is this? Also, is there an explanation for why the two bg layers are moving in the wrong direction?
It kinda was, those 8 bit machines usually can't actually do parallax scrolling by using multiple layers, these effects are usually faked by scrolling the single tile layer left and right on H-blanks, effectively causing intentional screen tearing. Same with any wavy screen effect at the time. Notice how the layers don't have any overlapping graphics, when they do they're usually having sprites move along with a different background line. Of course that didn't stop in the 16 bit era, since you can theoretically put every single pixel line on a different scrolling speed you could do waaaaay more with it than you could with just the few tile layers the SNES or Mega Drive hardware could push, especially when you're simulating a tilted ground surface like in, say, Street Fighter II.I love seeing some of this stuff on the NES, just feels like the hardware is punching way above its weight.
DAMN. That Astal game! That shit looks ridiculous!
Guardian Heroes looks incredible as well!
Never had a Saturn, didn't know those games.
Why there aren't more games like those today? Are they harder to make?
I think a lot of the 2D games nowadays look so bad when compared to this era. For example, Bloodstained looks bland, while SotN is so beautiful
Still thought Green Hill Zone in Sonic 1 did it best.Great video. I loved how classic Sonic games used parallax scrolling. It made for a nice pseudo 3D effect that gave depth to stages, for example here in Sonic 2: