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Techniques & Technology

Parallax Scrolling

Depth through motion

Parallax scrolling moved background layers at different speeds to create an illusion of depth, transforming flat 2D games into seemingly three-dimensional spaces.

C64AmigaNESsega-mega-drive graphicsscrollingeffects 1982โ€“present

Overview

Parallax scrolling exploits a simple perceptual truth: distant objects appear to move more slowly than near ones. By scrolling multiple background layers at different speeds, games created convincing depth on hardware that could only display flat 2D graphics. Moon Patrol pioneered the technique in 1982; by the 16-bit era, games like Sonic the Hedgehog used it as standard.

The principle

Real-world parallax

When you look out of a moving car:

  • Nearby trees rush past quickly
  • Distant hills move slowly
  • The moon appears stationary

Game implementation

LayerScroll speedTypical content
Foreground1:1 with playerPlatforms, obstacles
Middle1:2Trees, buildings
Background1:4Mountains, clouds
Far background1:8 or staticSky, horizon

Implementation approaches

Software scrolling

Redraw each layer at its speed:

update_parallax:
    scroll_layer_0(player_x)
    scroll_layer_1(player_x / 2)
    scroll_layer_2(player_x / 4)

Hardware scrolling

Some systems supported multiple scroll registers:

  • SNES: Mode 7 + multiple backgrounds
  • Mega Drive: Two scroll planes + window
  • Amiga: Dual playfield mode

Colour cycling tricks

On limited hardware, animate palette entries to simulate motion without actually scrolling data.

Platform specifics

Commodore 64

  • Single hardware scroll register
  • Software-based layer rendering
  • VSP (Variable Screen Position) tricks
  • Character-based scrolling efficient

Amiga

  • Dual playfield mode enables two independent layers
  • Copper can change scroll values mid-screen
  • Blitter enables fast layer compositing

NES

  • Single background layer (nametable)
  • Parallax via CHR bank switching
  • Sprite-based parallax for extra layers
  • Scanline tricks for fake layers

Mega Drive

  • Two background planes (A and B)
  • Per-line scroll values
  • Window plane for HUD

Performance considerations

ApproachCPU costMemory cost
Single layerLowLow
Software multi-layerHighMedium
Hardware multi-layerLowHigh
Colour cyclingVery lowVery low

Notable examples

GameYearLayers
Moon Patrol19823
Shadow of the Beast198913
Sonic the Hedgehog19914+
Castlevania: Rondo1993Multiple

Modern use

Parallax remains common:

  • 2D indie games
  • Website design (CSS parallax)
  • Mobile games
  • Retro-styled titles

See also