"Zaxxon", a shooter introduced by Sega in 1982, was the first game to use isometric axonometric projection, from which its name is derived. Though Zaxxon's playing field is semantically 3D, the game has many constraints which classify it as 2.5D: a fixed point of view, scene composition from sprites, and movements such as bullet shots restricted to straight lines along the axes. It was also one of the first video games to display shadows. The following year, Sega released the first pseudo-3D isometric platformer, "Congo Bongo". Another early pseudo-3D platform game released that year was Konami's "Antarctic Adventure", where the player controls a penguin in a forward-scrolling third-person perspective while having to jump over pits and obstacles. It was one of the earliest pseudo-3D games available on a computer, released for the MSX in 1983. That same year, Irem's "Moon Patrol" was a side-scrolling run & gun platform-shooter that introduced the use of layered parallax scrolling to give a pseudo-3D effect. In 1985, "Space Harrier" introduced Sega's "Super Scaler" technology that allowed pseudo-3D sprite-scaling at high frame rates, with the ability to scale 32,000 sprites and fill a moving landscape with them.