If you peeps remember the old Killer Instinct arcade games, you'll recall that these had pre-rendered side-scrolling backgrounds for most stages with (incidentally, also pre-rendered) sprites layered on top.At this point it's more to see if such a system can be developed to where the typical user does not notice any artifacts. A proof of concept basically.
Now, as it happened, the game updated sprites (mostly) at 60fps, because that's what you need for a fast-paced fighting game, but the game didn't have the memory and storage to hold a separate frame of pre-rendered background animation for every single pixel of player movement. So it would essentially treat each frame like a regular fighting game background and scroll it horizontally within a small span of movement, then flip to a new frame when the players moved outside these bounds.
Old tech, and not similar fundamentally, although similar enough in practice.