The Amiga had a lot more helpful hardware. Lionheart really is an incredible title for squeezing so much out of the OCS chipset.
But this kind of game raises my stress levels :D
Yes, I used to play R-Type, Blood Money, etc. Then I realized I didn't enjoy them, I suffered them.
The Commodore 64 had smooth parallax scrolling in 1986 without any hardware acceleration. Instead, they used a trick where they rolled the character set definitions, eg. https://www.youtube.com/watch?v=iHrmjP6D1OU
More advanced examples appeared later. eg "Flimbo's Quest" in 1990 https://www.youtube.com/watch?v=SiCxXMquPKs
This video has an explanation for how it worked https://youtu.be/DQpLAIkNVLE?t=165
I didn't know that Flimbo's Quest trick, that's cool!
https://www.youtube.com/watch?v=y9BltSvKMlQ
Honestly, PC games were a complete joke compared to whatever was on the Amiga, until Wing Commander 1 came out.
[1] https://codetapper.com/amiga/sprite-tricks/shadow-of-the-bea...
A parallax a 50 Hz was silky smooth. A video of a game running at 50 Hz that is recorded at 30 fps doesn't do the original game justice.
The link to Shadow of The Beast (Amiga 1989) is much better in that you can configure YouTube to play the vid at 50 Hz.
Don't get why you need to put down what someone else did because someone else did something better at the same time? Nobody claimed it was the best parallax at the time.
https://genius.com/Monty-python-four-yorkshiremen-live-lyric...
Agree with the parent, it's great to develop a richer context on top of the OP and have everyone benefit as a result, but there's no need to put one down in order to raise another. They're both cool and interesting.
(Also the only video I could find with the original, heroic-sounding music I remember, as everyone else seems to have somehow ended up with a disk image using an oddly-substituted filler track.)
BTW, many Amiga games could do 3 layers per horizontal line.