![]() For instance Star Force, an overhead-view vertically scrolling shooter for NES, used this for its starfield, and Final Fight for the Super NES used this technique for the layer immediately in front of the main playfield. Programmers may also make pseudo-layers of sprites-individually controllable moving objects drawn by hardware on top of or behind the layers-if they are available on the display system. Layers can be placed in front of the playfield-the layer containing the objects with which the player interacts-for various reasons such as to provide increased dimension, obscure some of the action of the game, or distract the player. Layers that move more quickly are perceived to be closer to the virtual camera. On such a display system, a game can produce parallax by simply changing each layer's position by a different amount in the same direction. Some display systems support multiple background layers that can be scrolled independently in horizontal and vertical directions and composited on one another, simulating a multiplane camera. The same image as above, viewed from the front ![]()
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