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Ha! You call that parallax scrolling? Then take a look at this (Amiga, 1993): https://www.youtube.com/watch?v=BoiHk_3siYg https://www.youtube.com/watch?v=BoiHk_
by rob74 4y ago
Ha! You call that parallax scrolling? Then take a look at this (Amiga, 1993): https://www.youtube.com/watch?v=BoiHk_3siYg https://www.youtube.com/watch?v=BoiHk_3siYg. In the first level, the bands of clouds are moving in (I think) 6 different levels of parallax, and also the mountain range and swamp below has different levels of parallax. Ok, this was a game that, as one reviewer put it, "squeezes all the graphic power out of the Amiga". Would you believe that this was a computer which was only capable of displaying 32 colors at once? Ok, that was without tricks of course, and this game probably uses every trick in the book...
- christkv 4y agoI mean the Duke Nukem 2 parallax is impressive because it's basically beating a square peg into a round hole. The Amiga had a lot more helpful hardware. Lionheart really is an incredible title for squeezing so much out of the OCS chipset.
- ekianjo 4y agoYOu could also go back to Shadow of the Beast 1, much earlier on the Amiga, with a very impressive feat when it comes to parallax scrollings. https://www.youtube.com/watch?v=y9BltSvKMlQ https://www.youtube.com/watch?v=y9BltSvKMlQ Honestly, PC games were a complete joke compared to whatever was on the Amiga, until Wing Commander 1 came out.
- icedchai 4y agoI still remember when I first played Shadow of the Beast, back in 1989 on my Amiga 500. It was incredible.
- ekianjo 4y agoIt was the future! Compared to all 8 bits games of the time it was such a HUGE step forward, everyone who saw it was absolutely amazed.
- z303 4y agoA nice breakdown on how it was done [1] [1] https://codetapper.com/amiga/sprite-tricks/shadow-of-the-beast/ https://codetapper.com/amiga/sprite-tricks/shadow-of-the-bea...
- chrisseaton 4y ago> Ha! You call that parallax scrolling? Don't get why you need to put down what someone else did because someone else did something better at the same time? Nobody claimed it was the best parallax at the time.
- neilwilson 4y agoPerhaps a little context would help https://genius.com/Monty-python-four-yorkshiremen-live-lyrics https://genius.com/Monty-python-four-yorkshiremen-live-lyric...
- dota_fanatic 4y agoThat's a stretch. That sketch is about one-upmanship as to who suffered more. (Which is also toxic behavior when taken out of comedic contexts. I know people who do this unironically and it's not healthy.) Agree with the parent, it's great to develop a richer context on top of the OP and have everyone benefit as a result, but there's no need to put one down in order to raise another. They're both cool and interesting.
- dhosek 4y agoIn my day there were no graphics cards. You had to write the bits into special parts of memory yourself. And you considered yourself lucky to get 140 pixels on a line.
- chrisseaton 4y agoSeems an entirely unconnected bit?
- layer8 4y agoI’ll throw in Turrican II level 3-1: https://youtu.be/-TSjfMNAXwU https://youtu.be/-TSjfMNAXwU
- the_af 4y agoCool, and technically impressive! But this kind of game raises my stress levels :D Yes, I used to play R-Type, Blood Money, etc. Then I realized I didn't enjoy them, I suffered them.
- Andrew_nenakhov 4y agoOh R-Type... I had trouble beating the final boss of the first level, but once I got through once, I played on and on and on, getting to level 4 or 5, I think, and I had my hands literally shaking from stress, fearing to lose all the powerups.
- jamiek88 4y agoOmg rtype! The jeopardy felt real!!
- deleted 4y ago[deleted]
- z303 4y agoNot to take anything away from the developers but the Amiga does have hardware sprites, hardware scrolling, a blitter, the copper and dual playfield mode to make things a little easier
- TacticalCoder 4y agoThat vid is a very bad example for the vid itself is not running at 50/60 Hz. And that was the whole thing back then: most great game on the Amiga (and the Atari ST) were running at "full frame rate". Arcade games too (except some still amazing ones like Outrun which was 30 fps IIRC). A parallax a 50 Hz was silky smooth. A video of a game running at 50 Hz that is recorded at 30 fps doesn't do the original game justice. The link to Shadow of The Beast (Amiga 1989) is much better in that you can configure YouTube to play the vid at 50 Hz.
- vardump 4y agoWhile watching 50 Hz content, just need to set monitor to 50 Hz, 100 Hz to eliminate jitter. (Unless you have something like 240 Hz screen.)
- mortenjorck 4y agoWhile not nearly as lush, this is another impressive bit of Amiga parallax scrolling from six years earlier: https://www.youtube.com/watch?v=GwATApeN2Qw https://www.youtube.com/watch?v=GwATApeN2Qw (Also the only video I could find with the original, heroic-sounding music I remember, as everyone else seems to have somehow ended up with a disk image using an oddly-substituted filler track.)
- bouncycastle 4y agoAmiga, huh? The Commodore 64 had smooth parallax scrolling in 1986 without any hardware acceleration. Instead, they used a trick where they rolled the character set definitions, eg. https://www.youtube.com/watch?v=iHrmjP6D1OU https://www.youtube.com/watch?v=iHrmjP6D1OU More advanced examples appeared later. eg "Flimbo's Quest" in 1990 https://www.youtube.com/watch?v=SiCxXMquPKs https://www.youtube.com/watch?v=SiCxXMquPKs This video has an explanation for how it worked https://youtu.be/DQpLAIkNVLE?t=165 https://youtu.be/DQpLAIkNVLE?t=165
- boomlinde 4y agoI think it's unfair to say that it's "without any hardware acceleration". These tricks work because the VIC-II can unburden the CPU a lot by letting it work with character cells and character definitions instead of individual pixels, and in Parallax, all the CPU needs to do to create the parallax effect is to redefine the 32 bytes that define the background characters. I didn't know that Flimbo's Quest trick, that's cool!
- vardump 4y agoNot saying that isn't impressive, but there are just two layers of parallax scrolling per horizontal line (= how it's usually counted) in that example. BTW, many Amiga games could do 3 layers per horizontal line.