This is a parallax header engine for BASALT theme.
Skrollr lives again with this new method to add a bit of 3D space to your page banners! Intended for hub pages like contests or canons.
To create 3D parallax effects, this leverages BASALT's simple layout (in comparison to BHL) and CSS 3D transformations to add a banner to the top of the page that appears to have depth when you scroll… spooky…
Usage
Check it! This is the CSS you need to customise this thing:
The translateZ value determines how far back it is; the more negative, the further! You can also move elements forward if you like, but you only get three so remember to use them wisely. If you need up to 5, #container::before and #container::after could work.
This creates the issue of the elements getting smaller, so you need to add a scale property to undo that. Fiddle with it until you get an acceptable amount.
Placeholder Text for Scrolling
Knuckles' Chaotix[a] is a 1995 platform game developed by Sega for the 32X. A spin-off from the Sonic the Hedgehog series, it features Knuckles the Echidna and four other characters known as the Chaotix, who must prevent Doctor Robotnik and Metal Sonic from obtaining six magic rings and conquering a mysterious island. Gameplay is similar to previous Sonic games: players complete levels while collecting rings and defeating enemies. Knuckles' Chaotix introduces a partner system whereby the player is connected to another character via a tether; the tether behaves like a rubber band and must be used to maneuver the characters.
While Sonic Team is sometimes credited with creating Knuckles' Chaotix, it was developed by another Sega team. Production began with Sonic Crackers, a 1994 prototype for the Sega Genesis which experimented with the tethering system and featured Sonic and Tails. Knuckles' Chaotix was planned as a Sonic game for the Sega Saturn, but transitioned to the 32X when it could not be completed in time. Sonic and Tails were replaced by Knuckles and a group of mostly pre-existing characters; Mighty the Armadillo first appeared in the arcade game SegaSonic the Hedgehog (1993).
Knuckles' Chaotix was released in North America and Japan in April 1995, and in Europe in June 1995. It received mixed contemporary reviews and failed commercially. Reviewers found the tethering physics cumbersome, although some appreciated it as an attempt to innovate. The level design and low difficulty level were also criticized. Journalists have described Knuckles' Chaotix as the last of the "classic" 2D Sonic games before the series moved to 3D. Some characters and concepts it introduced feature in later Sonic games and media, beginning with Sonic Heroes in 2003. Despite interest from fans, it has not been rereleased beyond a brief period through GameTap in the mid-2000s.
Although Sonic Team is sometimes credited for developing Knuckles' Chaotix,[8][9] it was developed by another internal Sega team,[10][11][12] including staff who had worked on Sonic CD (1993).[13] Development began around April 1994 for the Sega Genesis as an engine test, with the working title Sonic Crackers.[b][14][15] The prototype featured Sonic and Tails joined by an elastic band of energy;[16][17] the name likely comes from clackers, a toy comprising two balls connected by string.[18] According to the journalist Ken Horowitz, Sonic Crackers was most likely a ROM made to demonstrate new concepts to management. Some ideas were used in Sonic 3D Blast (1996), while the level design, tethering, and some music resurfaced in Knuckles' Chaotix.[19]
Sega eventually moved development to the Genesis' more powerful 32X add-on. According to Horowitz, this was because the 16-bit era of consoles was coming to an end.[19] Former Sega of America CEO Tom Kalinske recalled that Knuckles' Chaotix was once intended for the Genesis' successor, the Sega Saturn, as a mainline Sonic game. According to Kalinske, development moved to the 32X when it became clear that the game would not be ready for the Saturn launch; Kalinske said it was "too big, it was taking too long, it was over budgeted, it was behind schedule".[20] Because Sega needed new 32X games, Sega decided to downsize the game and introduce it quickly on 32X.[20]
By December 1994, Sonic and Tails had been removed and the game had been reworked to star Knuckles the Echidna, who had been introduced in Sonic the Hedgehog 3 (1994). The project had the working title Knuckles' Ringstar.[15][21][22] The game also adds the characters Mighty the Armadillo, Vector the Crocodile, Espio the Chameleon and Charmy Bee.[23] Mighty had appeared in the arcade game SegaSonic the Hedgehog (1993);[7][24] many of Sonic's animations from Crackers were repurposed for Mighty.[19] Vector the Crocodile was created for the original Sonic the Hedgehog (1991) but scrapped before release,[25][26] and Charmy Bee originally appeared in the Sonic the Hedgehog manga.[27] Sonic co-creator Naoto Ohshima said he was responsible for repurposing Vector and Charmy, but otherwise had no involvement with Knuckles' Chaotix.[28]: 302
Espio was the only original character, designed by manga artist Takumi Miyake.[28]: 303 A leaked prototype lists Espio as the featured character on the title screen instead of Knuckles, suggesting he once featured more prominently, possibly in a starring role.[29][30] The 32X's processing power allowed for dynamic sprite-scaling effects, and 3D polygons in the special stages.[2] A complex palette system allowed each level to load unique colors.[5] The music was composed by Junko Shiratsu and Mariko Nanba.[31]
