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  • There is a certain beauty in well-designed pixel art.

  • It speaks of a simpler era - a time when sprites reigned supreme.

  • Designed to move across a game's playfield, sprites are two-dimensional images that represent

  • the player, enemies, or other non-static aspect of a game.

  • Often drawn with the help of dedicated hardware, they have been an essential facet of computer

  • graphics almost as long as games have existed.

  • Early sprites were small in size and limited in palette, but as the pace of technology

  • increased they became larger; more detailed; and much more colourful.

  • Huge sprites meant huge arcade impact.

  • Games like Strider were held in high regard for the sheer scale of the action: towering

  • characters and huge sweeping plasma swords.

  • This was made possible by the powerful CPS-1 arcade board - with custom sprite chips capable

  • of drawing 256 16-colour sprites per scanline.

  • This was the board that would power Street Fighter II: a title which would set a benchmark

  • within the fighting game genre, with large and diverse character sprites coupled with

  • fluid action.

  • It sent the popularity of fighting games skyward and kickstarted a new wave of arcade popularity.

  • Graphics might not be important, but they certainly attract attention.

  • One technique that proved particularly popular during the 2D era was parallax scrolling:

  • splitting the foreground or background into a number of layers which move at different

  • rates, to give the impression of scene depth.

  • Moon Patrol was one of the first games to make effective use of the technique, with

  • its colourful mountain vista background.

  • It's a striking effect - and home computer users were quick to imitate: with games like

  • Parallax on the Commodore 64 even named for the scrolling effect.

  • By the time of the 16-bit machines, it was a far more attainable technical feat: and

  • would become a common sight in 2D platformers.

  • Shadow of The Beast's colourful implementation impressed: and as hardware power increased,

  • scenes became more complex: and the blast-processing power of the SEGA Megadrive gave games like

  • Sonic The Hedgehog more character than ever.

  • It was an era of cartoon mascots, and platformers were en vogue.

  • The arcades were no stranger to animated heroes: tie-ins to popular television series such

  • as the Teenage Mutant Ninja Turtles or The Simpsons were major draws, and their frantic

  • paced four-player action was the perfect fit for the social nature of such amusements.

  • On the home consoles, the success of games like Mario and Sonic inspired a large number

  • of similar games - and the familiarity of film licenses made tie-ins like Aladdin a

  • huge success.

  • The colourful world and expressive animation of Disney gave the game a great visual grounding

  • - and ensured its place as a best seller.

  • Some characters were home-grown: Shiny Entertainment's Earthworm Jim had all of the style and flair

  • expected of the platform genre, but did so with a new creation: a powered-up worm wearing

  • a cybernetic super suit.

  • Its zany sense of humour and unique style made for a memorable close to the 16-bit era.

  • Super Mario World 2: Yoshi's Island embraced a painted aesthetic: rather than a push for

  • showy effect or realistic appearance.

  • It's this style that helps the game's visuals stand up today: while it might not be technically

  • impressive, there is a hand-drawn charm consistent throughout.

  • By the mid 1990s, sprites were starting to become passe: the focus was starting to shift

  • towards a new wave of three-dimensional games, and the potential that lay within another

  • dimension.

  • That's not to say that 2D games went away entirely: there were still plenty about, and

  • the mature tech behind them made for some particularly impressive visuals towards the

  • end of the decade.

  • The lush spritework in games like Metal Slug remains a pinnacle of the style: unbound by

  • colour or size restriction, and with fantastic animation.

  • Some games work best in 2D - and while 3D fighting games eventually rose in popularity,

  • there were still plenty of traditional sprite-based ones: such as SNK's long-running King of Fighters

  • series.

  • Beautiful, but a dying breed: the best hand-drawn sprites require good artists. However - there

  • are some techniques that serve as a passable alternative.

  • Animation is a vital part of making movement in games believable - and in the days before

  • motion capture, some artists would draw from reality using a process called rotoscoping.

  • The original Prince of Persia's sprites are traced directly from video: A labour intensive

  • technique, but one that delivers natural-looking movement with realistic inertia.

  • Similar techniques were used in other cinematic platformers, such as Another World - and Flashback.

  • Both made use of rotoscoping for in-game sprites and for cinematic cutscenes: fluid in motion

  • yet compact enough to fit on a couple of floppy disks.

  • Digitised sprites were fashionable for a while, too - images taken directly from photographs

  • or video of real-life subjects.

  • The earliest example is Journey, which featured black and white images of the band - but the

  • technique wouldn't become commonplace until the early 90s.

  • Winners don't use drugs - nor do they have any qualms in slaughtering drug dealers by

  • the dozen.

  • Narc was a very early 32-bit arcade machine, with thousands of on-screen colours and hugely

  • impressive digitised sprites for its time - and unabashed ultra-violence paired with

  • realistic images certainly courts controversy.

  • The realistic characters and large number of animation frames found in fighting games

  • were a good fit for digitisation.

  • Reikai Doushi and Pit Fighter paved the way, but it was one game in particular that flung

  • such sprites to the forefront: Mortal Kombat.

  • Photo-real characters and brutal action made the game a controversial one - which in turn

  • ensured its popularity.

  • Like Streetfighter II before it, Mortal Kombat's realistic sprites were particularly influential

  • - titles like ClayFighter were clearly moulded in its image, and the previously hand-drawn

  • riders of Road Rash were replaced by real bikers in the third instalment.

  • The impressively-rendered Donkey Kong Country was perhaps the pinnacle of 2D 16-bit platformers:

  • colourful; beautifully animated; and a smash hit to boot.

  • The advent of multimedia technology meant more room for pre-rendered content and full

  • motion video.

  • Games like Myst took full advantage of the huge amount of storage space that CDs brought:

  • enabling atmospheric prerendered backdrops.

  • The serene island setting of Myst proved a shining example of what the emergent technology

  • was capable of.

  • Most early CD-based games were pure tripe, however.

  • Games like Night Trap for the SEGA CD are remembered not for their groundbreaking technology

  • - but instead for their awfulness.

  • All the bluster of new tech, and none of the impact.

  • The future wasn't in interactive movies - and while the compact disc's extra storage would

  • become very useful in the years ahead - FMV would eventually give way to games with more

  • depth.

  • Join me in part three when we'll be delving into the origins of gaming's third dimension.

  • Until then, farewell.

There is a certain beauty in well-designed pixel art.

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スプライトシュプリーム:グラフィックの略歴、後編 (Sprite Supreme: A Brief History of Graphics, Part Two)

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    けにぃ に公開 2021 年 01 月 14 日
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