When a player moves a SuperAnimal around, their perspective of the world around them moves accordingly. By the player’s perspective the SuperAnimal is always at the center of the screen.
One’s vision only extends so far, and in this case the vision limit is that which exists on a player’s screen at any time. As one moves around, things come into view before us, and leave our field of vision behind us.
Also, the player’s SuperAnimal is not the only thing that might be moving. Other SuperAnimals or creatures or projectiles or other moving things might move into or across our field of vision, and they may also move out of it.

Shadows Beyond Vision
Super Animal World’s terrain may be rather flat but it is not a featureless place. Between trees and posts and walls and shoots of bamboo and rocks and crates and other things, a SuperAnimal does not have x-ray vision and so there will be areas within one’s maximum field of vision that a SuperAnimal simply cannot see.
The game conveniently casts a shadow over areas that one’s SuperAnimal cannot see, and this is why shadows are cast past obstacles.
Walls and Roofed Sections
Super Animal Royale is a game that is a top-down 2D experience. The player’s perspective is not projected from directly above but at an approximate 45 degree angle, meaning that a Player gets to see the side-perspective of objects on the field.
This does also mean that walls are presented from such an angle and that any SuperAnimals directly beyond them could be heavily obscured.
For this reason, the game reduces the opacity of any objects where a SuperAnimal exists.
Even so, unless the obscuring obstacle goes near fully transparent, it will still serve to make it harder to see a SuperAnimal hidden behind its projection, and so that is something to be aware of.
It is also to be noted that roofed sections, such as tents or buildings or mountains, can also behave in a very similar way.
Visualized Audio Tells


Aside from seeing what one is supposed to see, the game also provides for situations that provide information from out of sight.
While a few of these, such as large explosions, shaking trees, or clouds of gas, are more representative of what is evident in spite of obscurement of direct sight to the source, others are more representative of information that a SuperAnimal can derive from their keen sense of hearing.
Sparrows mark their targets. Gunshots produce muzzle flashes. Banana slips and cup slurps and blades of glass cut and other things can be “seen” even while out of sight.
The Tells of Sounds
Even without visual tells, it is incredibly helpful to pay attention to the sounds that go on around a SuperAnimal. If two SuperAnimals come across each other and only one was aware of the other’s footsteps, then that is the SuperAnimal who is more likely to survive the encounter.
Faster movement types tend to be louder than slower ones. Some weapons are louder than others.
Some locations on the map also have sounds that get triggered, and these too can provide valuable clues on an opponent’s previous position.
The User Interface of the game also provides helpful information, and this is the ‘next’ subject of focus.