this will be fun, I think I know what movie I'll do...
and no parallax? a fair number of NES games had parallax, I guess it was all custom coded then? (not that it matters much since we're just making mockups, but still)
Heh...parallax on the NES was a bit of a trick. There were at least 3 valid approaches that I know of, none of which are what we would consider "real" parallax:
1 - Use this special bit that could signal when you'd finished one particular raster line...this is how games like castlevania kept the HUD in one place while the level scrolled. Basically, the first X lines can scroll at one rate, and the rest can scroll at another.
2 - Keep the background relatively blank, set sprite priority to be behind the level. Then you can have sprite clouds zip by at varying speeds. However, you can not have any real background tiles, just the main background color, otherwise your main character will be drawn behind the tiles as well!
3 - Build the level out of sprites, and scroll the entire background plane. However, the sprite limits (8 sprites per raster line before flickering kicks in) are such that this is only applicable in VERY special cases...