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Dopefish was nominated for deletion. The discussion was closed on 26 June 2016 with a consensus to merge. Its contents were merged into Commander Keen. The original page is now a redirect to this page. For the contribution history and old versions of the redirected article, please see its history; for its talk page, see here.
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This article and the articles for Galaxy, Vorticons and Babysitter all refer to parallax scrolling as something that was in these games, referencing Masters of Doom. This appears to be a mistake -- Masters of Doom discusses Carmack's experiments with parallax scrolling around this time, and indeed there exists a "Keen 7 tech demo" which was a basic test of the Galaxy engine extended to 256-color VGA and with parallax scrolling, but none of ID's Keen games had parallax scrolling. tgies (talk) 23:36, 10 November 2020 (UTC)
It depends on how technical you're being. Does the game arbitrarily scroll the background layer separate from the foreground and then calculate on the fly what that looks like on the screen? No. The calculations are done in advance and then the game picks the merged layer image without having to work it out in real time. Commander Keen in Keen Dreams goes into it since it was developed for that game, but for the rest of them, it's a small technical detail that has little to do with the reader's understanding of the game, just like how articles on 90s/2000s games like Unreal Tournament don't usually discuss that they use a skybox to make the playable area seem arbitrarily large but you're actually inside of a box, they just say that a level is where it appears to be. --PresN02:58, 11 November 2020 (UTC)