Roger said:
Was I the only constantly getting a trifle miffed over Yahtzee's thorn in the side of "NES can't parallax scroll"?
https://www.youtube.com/watch?v=ltuRuGM271Q
I don't know how Shovel Knight does it, but the NES could totally Parallax.
It depends on how you define Parallax, lest we get down to semantics.
Shovel Knight parallaxes in a
particular way that the NES couldn't. In all of the examples shown in the video, the parallaxing tiles do not intrude on the non-parllaxing tiles. Either they have their own height to scroll separately on, or the (system-imposed) blockiness of the foreground tiles is hidden with careful color selection and/or shadowing. Except in the case of Megaman 3, in which the "parallaxing" starscape was accomplished using sprites that, being sprites, were even in
front of the landscape.
In shovel knight, there are multiple layers of parallaxing
on top of each other and using non-block boundaries. Both of these things would be impossible on the NES, though clever programmers of that era could've managed something similar by sectioning off different horizontal bands for different levels of parallaxing, as seen in the Ninja Gaiden 3 section of the video, which has foreground as well as background parallax scrolling.
It's more of a technical nitpick than anything else and even standard-bearers Megaman 9 & 10 had the occasional miss in fidelity on that front. Skipping out on a technical limitation that a great amount of work was spent disguising - to the point of it occasionally forgotten that it even existed - is hardly a black mark in my book. It'd be like docking points for when too many sprites are on the same scanline and not imposing flicker or slowdown.