Run

The scrolling , in French run , is the displacement of a copies decorations in a Video game in two dimensions. This one can force the element representing the player to be advanced at the rate/rhythm of the scrolling. If it is not forced, it is the displacement of the player who starts displacement inside the level. There exist three types of scrolling : horizontal, vertical, or multidirectional. In certain plays, all the level is visible with the screen and there is no scrolling.

Strategic use

In the plays of action to two players, the characters must in general remain within the framework of the screen, so that each player can permanently control his character. In fact, if each of the two characters is at an end of the screen and progresses towards “outside”, there is a conflict. In general, the program solves this conflict by cancelling the runs, the characters are then motionless.

In the plays of confrontation, this can be used to block the unfavourable character and, for example, to prevent it from dodging a projectile.

Differential Scrolling

The differential scrolling (or scrolling parallax ) is a technique (very much used on the consoles and computers 16 bits) which aims at giving an impression of depth through portions of decorations ravelling at slightly variable speed. One can speak about “Perspective of movement”.

It is acted in fact of the adaptation of a technique very much used for the cartoons, which consists in making ravel celluloids at different speeds.

Thus, a decoration using five scrolling parallax will be seen divided into five parts, the lowest portion (furthest away from the horizon, except case of copy of foreground) will ravel most quickly. The portion with the top will ravel slightly less less quickly, and that of with the top even less quickly, etc (or the reverse). Shadow off the Beast on Amiga for example, manages up to thirteen scrolling parallax simultaneously.

See also Parallax.

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