0:00:04.049,0:00:07.608 There is a certain beauty in well-designed[br]pixel art. 0:00:08.048,0:00:15.049 It speaks of a simpler era - a time when sprites[br]reigned supreme. 0:00:17.169,0:00:22.380 Designed to move across a game's playfield,[br]sprites are two-dimensional images that represent 0:00:22.038,0:00:27.080 the player, enemies, or other non-static aspect[br]of a game. 0:00:27.008,0:00:32.024 Often drawn with the help of dedicated hardware,[br]they have been an essential facet of computer 0:00:32.095,0:00:37.117 graphics almost as long as games have existed. 0:00:38.017,0:00:43.021 Early sprites were small in size and limited[br]in palette, but as the pace of technology 0:00:43.021,0:00:50.021 increased they became larger; more detailed;[br]and much more colourful. 0:00:50.094,0:00:54.313 Huge sprites meant huge arcade impact. 0:00:55.159,0:01:00.530 Games like Strider were held in high regard[br]for the sheer scale of the action: towering 0:01:00.053,0:01:04.072 characters and huge sweeping plasma swords. 0:01:04.072,0:01:09.146 This was made possible by the powerful CPS-1[br]arcade board - with custom sprite chips capable 0:01:10.046,0:01:15.635 of drawing 256 16-colour sprites per scanline. 0:01:16.049,0:01:21.105 This was the board that would power Street[br]Fighter II: a title which would set a benchmark 0:01:21.609,0:01:26.570 within the fighting game genre, with large[br]and diverse character sprites coupled with 0:01:26.057,0:01:28.246 fluid action. 0:01:28.759,0:01:35.759 It sent the popularity of fighting games skyward[br]and kickstarted a new wave of arcade popularity. 0:01:36.479,0:01:42.550 Graphics might not be important, but they[br]certainly attract attention. 0:01:43.189,0:01:49.192 One technique that proved particularly popular[br]during the 2D era was parallax scrolling: 0:01:49.219,0:01:52.301 splitting the foreground or background into[br]a number of layers which move at different 0:01:53.039,0:01:57.045 rates, to give the impression of scene depth. 0:01:57.639,0:02:01.530 Moon Patrol was one of the first games to[br]make effective use of the technique, with 0:02:01.053,0:02:03.952 its colourful mountain vista background. 0:02:04.429,0:02:11.400 It's a striking effect - and home computer[br]users were quick to imitate: with games like 0:02:11.003,0:02:15.068 Parallax on the Commodore 64 even named for[br]the scrolling effect. 0:02:16.004,0:02:22.103 By the time of the 16-bit machines, it was[br]a far more attainable technical feat: and 0:02:23.003,0:02:27.003 would become a common sight in 2D platformers. 0:02:27.003,0:02:32.050 Shadow of The Beast's colourful implementation[br]impressed: and as hardware power increased, 0:02:32.005,0:02:38.048 scenes became more complex: and the blast-processing[br]power of the SEGA Megadrive gave games like 0:02:38.093,0:02:41.132 Sonic The Hedgehog more character than ever. 0:02:42.032,0:02:49.032 It was an era of cartoon mascots, and platformers[br]were en vogue. 0:02:50.073,0:02:55.120 The arcades were no stranger to animated heroes:[br]tie-ins to popular television series such 0:02:56.002,0:03:02.003 as the Teenage Mutant Ninja Turtles or The[br]Simpsons were major draws, and their frantic 0:03:02.021,0:03:07.029 paced four-player action was the perfect fit[br]for the social nature of such amusements. 0:03:07.029,0:03:14.029 On the home consoles, the success of games[br]like Mario and Sonic inspired a large number 0:03:14.053,0:03:19.145 of similar games - and the familiarity of[br]film licenses made tie-ins like Aladdin a 0:03:20.045,0:03:22.061 huge success. 0:03:22.061,0:03:26.147 The colourful world and expressive animation[br]of Disney gave the game a great visual grounding 0:03:27.047,0:03:32.052 - and ensured its place as a best seller. 0:03:32.052,0:03:38.053 Some characters were home-grown: Shiny Entertainment's[br]Earthworm Jim had all of the style and flair 0:03:38.062,0:03:43.158 expected of the platform genre, but did so[br]with a new creation: a powered-up worm wearing 0:03:44.058,0:03:47.105 a cybernetic super suit. 0:03:48.005,0:03:55.005 Its zany sense of humour and unique style[br]made for a memorable close to the 16-bit era. 0:03:55.062,0:04:00.147 Super Mario World 2: Yoshi's Island embraced[br]a painted aesthetic: rather than a push for 0:04:01.047,0:04:05.058 showy effect or realistic appearance. 0:04:05.058,0:04:10.064 It's this style that helps the game's visuals[br]stand up today: while it might not be technically 0:04:10.064,0:04:13.112 impressive, there is a hand-drawn charm consistent[br]throughout. 0:04:14.012,0:04:21.012 By the mid 1990s, sprites were starting to[br]become passe: the focus was starting to shift 0:04:22.067,0:04:27.147 towards a new wave of three-dimensional games,[br]and the potential that lay within another 0:04:27.759,0:04:29.787 dimension. 0:04:30.039,0:04:35.680 That's not to say that 2D games went away[br]entirely: there were still plenty about, and 0:04:35.068,0:04:39.017 the mature tech behind them made for some[br]particularly impressive visuals towards the 0:04:39.629,0:04:41.676 end of the decade. 0:04:42.099,0:04:47.155 The lush spritework in games like Metal Slug[br]remains a pinnacle of the style: unbound by 0:04:47.659,0:04:52.747 colour or size restriction, and with fantastic[br]animation. 0:04:53.539,0:04:59.430 Some games work best in 2D - and while 3D[br]fighting games eventually rose in popularity, 0:04:59.043,0:05:04.772 there were still plenty of traditional sprite-based[br]ones: such as SNK's long-running King of Fighters 0:05:05.159,0:05:06.216 series. 0:05:06.729,0:05:13.729 Beautiful, but a dying breed: the best hand-drawn[br]sprites require good artists. However - there 0:05:15.349,0:05:21.590 are some techniques that serve as a passable[br]alternative. 0:05:21.059,0:05:26.077 Animation is a vital part of making movement[br]in games believable - and in the days before 0:05:26.077,0:05:33.077 motion capture, some artists would draw from[br]reality using a process called rotoscoping. 0:05:33.949,0:05:39.042 The original Prince of Persia's sprites are[br]traced directly from video: A labour intensive 0:05:39.879,0:05:46.060 technique, but one that delivers natural-looking[br]movement with realistic inertia. 0:05:46.006,0:05:52.475 Similar techniques were used in other cinematic[br]platformers, such as Another World - and Flashback. 0:05:52.529,0:05:58.900 Both made use of rotoscoping for in-game sprites[br]and for cinematic cutscenes: fluid in motion 0:05:58.009,0:06:03.074 yet compact enough to fit on a couple of floppy[br]disks. 0:06:04.055,0:06:09.064 Digitised sprites were fashionable for a while,[br]too - images taken directly from photographs 0:06:09.559,0:06:12.588 or video of real-life subjects. 0:06:12.849,0:06:18.770 The earliest example is Journey, which featured[br]black and white images of the band - but the 0:06:18.077,0:06:23.083 technique wouldn't become commonplace until[br]the early 90s. 0:06:23.083,0:06:27.111 Winners don't use drugs - nor do they have[br]any qualms in slaughtering drug dealers by 0:06:28.011,0:06:29.940 the dozen. 0:06:30.039,0:06:35.830 Narc was a very early 32-bit arcade machine,[br]with thousands of on-screen colours and hugely 0:06:35.083,0:06:40.146 impressive digitised sprites for its time[br]- and unabashed ultra-violence paired with 0:06:41.046,0:06:45.785 realistic images certainly courts controversy. 0:06:46.199,0:06:50.490 The realistic characters and large number[br]of animation frames found in fighting games 0:06:50.049,0:06:51.688 were a good fit for digitisation. 0:06:52.129,0:06:58.020 Reikai Doushi and Pit Fighter paved the way,[br]but it was one game in particular that flung 0:06:58.002,0:07:03.791 such sprites to the forefront: Mortal Kombat. 0:07:03.809,0:07:09.826 Photo-real characters and brutal action made[br]the game a controversial one - which in turn 0:07:09.979,0:07:12.984 ensured its popularity. 0:07:13.479,0:07:17.562 Like Streetfighter II before it, Mortal Kombat's[br]realistic sprites were particularly influential 0:07:18.309,0:07:23.387 - titles like ClayFighter were clearly moulded[br]in its image, and the previously hand-drawn 0:07:24.089,0:07:30.147 riders of Road Rash were replaced by real[br]bikers in the third instalment. 0:07:30.669,0:07:36.990 The impressively-rendered Donkey Kong Country[br]was perhaps the pinnacle of 2D 16-bit platformers: 0:07:36.099,0:07:43.099 colourful; beautifully animated; and a smash[br]hit to boot. 0:07:44.629,0:07:48.683 The advent of multimedia technology meant[br]more room for pre-rendered content and full 0:07:49.169,0:07:51.211 motion video. 0:07:51.589,0:07:56.611 Games like Myst took full advantage of the[br]huge amount of storage space that CDs brought: 0:07:56.809,0:07:59.816 enabling atmospheric prerendered backdrops. 0:08:00.509,0:08:04.596 The serene island setting of Myst proved a[br]shining example of what the emergent technology 0:08:05.379,0:08:07.386 was capable of. 0:08:07.449,0:08:12.517 Most early CD-based games were pure tripe,[br]however. 0:08:13.129,0:08:17.138 Games like Night Trap for the SEGA CD are[br]remembered not for their groundbreaking technology 0:08:18.029,0:08:24.121 - but instead for their awfulness. 0:08:24.949,0:08:29.680 All the bluster of new tech, and none of the[br]impact. 0:08:29.068,0:08:35.099 The future wasn't in interactive movies - and[br]while the compact disc's extra storage would 0:08:35.099,0:08:40.888 become very useful in the years ahead - FMV[br]would eventually give way to games with more 0:08:41.779,0:08:47.841 depth. 0:08:48.399,0:08:55.110 Join me in part three when we'll be delving[br]into the origins of gaming's third dimension. 0:08:55.011,0:08:59.047 Until then, farewell.