1 00:00:04,049 --> 00:00:07,608 There is a certain beauty in well-designed pixel art. 2 00:00:08,048 --> 00:00:15,049 It speaks of a simpler era - a time when sprites reigned supreme. 3 00:00:17,169 --> 00:00:22,380 Designed to move across a game's playfield, sprites are two-dimensional images that represent 4 00:00:22,038 --> 00:00:27,080 the player, enemies, or other non-static aspect of a game. 5 00:00:27,008 --> 00:00:32,024 Often drawn with the help of dedicated hardware, they have been an essential facet of computer 6 00:00:32,095 --> 00:00:37,117 graphics almost as long as games have existed. 7 00:00:38,017 --> 00:00:43,021 Early sprites were small in size and limited in palette, but as the pace of technology 8 00:00:43,021 --> 00:00:50,021 increased they became larger; more detailed; and much more colourful. 9 00:00:50,094 --> 00:00:54,313 Huge sprites meant huge arcade impact. 10 00:00:55,159 --> 00:01:00,530 Games like Strider were held in high regard for the sheer scale of the action: towering 11 00:01:00,053 --> 00:01:04,072 characters and huge sweeping plasma swords. 12 00:01:04,072 --> 00:01:09,146 This was made possible by the powerful CPS-1 arcade board - with custom sprite chips capable 13 00:01:10,046 --> 00:01:15,635 of drawing 256 16-colour sprites per scanline. 14 00:01:16,049 --> 00:01:21,105 This was the board that would power Street Fighter II: a title which would set a benchmark 15 00:01:21,609 --> 00:01:26,570 within the fighting game genre, with large and diverse character sprites coupled with 16 00:01:26,057 --> 00:01:28,246 fluid action. 17 00:01:28,759 --> 00:01:35,759 It sent the popularity of fighting games skyward and kickstarted a new wave of arcade popularity. 18 00:01:36,479 --> 00:01:42,550 Graphics might not be important, but they certainly attract attention. 19 00:01:43,189 --> 00:01:49,192 One technique that proved particularly popular during the 2D era was parallax scrolling: 20 00:01:49,219 --> 00:01:52,301 splitting the foreground or background into a number of layers which move at different 21 00:01:53,039 --> 00:01:57,045 rates, to give the impression of scene depth. 22 00:01:57,639 --> 00:02:01,530 Moon Patrol was one of the first games to make effective use of the technique, with 23 00:02:01,053 --> 00:02:03,952 its colourful mountain vista background. 24 00:02:04,429 --> 00:02:11,400 It's a striking effect - and home computer users were quick to imitate: with games like 25 00:02:11,003 --> 00:02:15,068 Parallax on the Commodore 64 even named for the scrolling effect. 26 00:02:16,004 --> 00:02:22,103 By the time of the 16-bit machines, it was a far more attainable technical feat: and 27 00:02:23,003 --> 00:02:27,003 would become a common sight in 2D platformers. 28 00:02:27,003 --> 00:02:32,050 Shadow of The Beast's colourful implementation impressed: and as hardware power increased, 29 00:02:32,005 --> 00:02:38,048 scenes became more complex: and the blast-processing power of the SEGA Megadrive gave games like 30 00:02:38,093 --> 00:02:41,132 Sonic The Hedgehog more character than ever. 31 00:02:42,032 --> 00:02:49,032 It was an era of cartoon mascots, and platformers were en vogue. 32 00:02:50,073 --> 00:02:55,120 The arcades were no stranger to animated heroes: tie-ins to popular television series such 33 00:02:56,002 --> 00:03:02,003 as the Teenage Mutant Ninja Turtles or The Simpsons were major draws, and their frantic 34 00:03:02,021 --> 00:03:07,029 paced four-player action was the perfect fit for the social nature of such amusements. 35 00:03:07,029 --> 00:03:14,029 On the home consoles, the success of games like Mario and Sonic inspired a large number 36 00:03:14,053 --> 00:03:19,145 of similar games - and the familiarity of film licenses made tie-ins like Aladdin a 37 00:03:20,045 --> 00:03:22,061 huge success. 38 00:03:22,061 --> 00:03:26,147 The colourful world and expressive animation of Disney gave the game a great visual grounding 39 00:03:27,047 --> 00:03:32,052 - and ensured its place as a best seller. 40 00:03:32,052 --> 00:03:38,053 Some characters were home-grown: Shiny Entertainment's Earthworm Jim had all of the style and flair 41 00:03:38,062 --> 00:03:43,158 expected of the platform genre, but did so with a new creation: a powered-up worm wearing 42 00:03:44,058 --> 00:03:47,105 a cybernetic super suit. 43 00:03:48,005 --> 00:03:55,005 Its zany sense of humour and unique style made for a memorable close to the 16-bit era. 44 00:03:55,062 --> 00:04:00,147 Super Mario World 2: Yoshi's Island embraced a painted aesthetic: rather than a push for 45 00:04:01,047 --> 00:04:05,058 showy effect or realistic appearance. 46 00:04:05,058 --> 00:04:10,064 It's this style that helps the game's visuals stand up today: while it might not be technically 47 00:04:10,064 --> 00:04:13,112 impressive, there is a hand-drawn charm consistent throughout. 48 00:04:14,012 --> 00:04:21,012 By the mid 1990s, sprites were starting to become passe: the focus was starting to shift 49 00:04:22,067 --> 00:04:27,147 towards a new wave of three-dimensional games, and the potential that lay within another 50 00:04:27,759 --> 00:04:29,787 dimension. 51 00:04:30,039 --> 00:04:35,680 That's not to say that 2D games went away entirely: there were still plenty about, and 52 00:04:35,068 --> 00:04:39,017 the mature tech behind them made for some particularly impressive visuals towards the 53 00:04:39,629 --> 00:04:41,676 end of the decade. 54 00:04:42,099 --> 00:04:47,155 The lush spritework in games like Metal Slug remains a pinnacle of the style: unbound by 55 00:04:47,659 --> 00:04:52,747 colour or size restriction, and with fantastic animation. 56 00:04:53,539 --> 00:04:59,430 Some games work best in 2D - and while 3D fighting games eventually rose in popularity, 57 00:04:59,043 --> 00:05:04,772 there were still plenty of traditional sprite-based ones: such as SNK's long-running King of Fighters 58 00:05:05,159 --> 00:05:06,216 series. 59 00:05:06,729 --> 00:05:13,729 Beautiful, but a dying breed: the best hand-drawn sprites require good artists. However - there 60 00:05:15,349 --> 00:05:21,590 are some techniques that serve as a passable alternative. 61 00:05:21,059 --> 00:05:26,077 Animation is a vital part of making movement in games believable - and in the days before 62 00:05:26,077 --> 00:05:33,077 motion capture, some artists would draw from reality using a process called rotoscoping. 63 00:05:33,949 --> 00:05:39,042 The original Prince of Persia's sprites are traced directly from video: A labour intensive 64 00:05:39,879 --> 00:05:46,060 technique, but one that delivers natural-looking movement with realistic inertia. 65 00:05:46,006 --> 00:05:52,475 Similar techniques were used in other cinematic platformers, such as Another World - and Flashback. 66 00:05:52,529 --> 00:05:58,900 Both made use of rotoscoping for in-game sprites and for cinematic cutscenes: fluid in motion 67 00:05:58,009 --> 00:06:03,074 yet compact enough to fit on a couple of floppy disks. 68 00:06:04,055 --> 00:06:09,064 Digitised sprites were fashionable for a while, too - images taken directly from photographs 69 00:06:09,559 --> 00:06:12,588 or video of real-life subjects. 70 00:06:12,849 --> 00:06:18,770 The earliest example is Journey, which featured black and white images of the band - but the 71 00:06:18,077 --> 00:06:23,083 technique wouldn't become commonplace until the early 90s. 72 00:06:23,083 --> 00:06:27,111 Winners don't use drugs - nor do they have any qualms in slaughtering drug dealers by 73 00:06:28,011 --> 00:06:29,940 the dozen. 74 00:06:30,039 --> 00:06:35,830 Narc was a very early 32-bit arcade machine, with thousands of on-screen colours and hugely 75 00:06:35,083 --> 00:06:40,146 impressive digitised sprites for its time - and unabashed ultra-violence paired with 76 00:06:41,046 --> 00:06:45,785 realistic images certainly courts controversy. 77 00:06:46,199 --> 00:06:50,490 The realistic characters and large number of animation frames found in fighting games 78 00:06:50,049 --> 00:06:51,688 were a good fit for digitisation. 79 00:06:52,129 --> 00:06:58,020 Reikai Doushi and Pit Fighter paved the way, but it was one game in particular that flung 80 00:06:58,002 --> 00:07:03,791 such sprites to the forefront: Mortal Kombat. 81 00:07:03,809 --> 00:07:09,826 Photo-real characters and brutal action made the game a controversial one - which in turn 82 00:07:09,979 --> 00:07:12,984 ensured its popularity. 83 00:07:13,479 --> 00:07:17,562 Like Streetfighter II before it, Mortal Kombat's realistic sprites were particularly influential 84 00:07:18,309 --> 00:07:23,387 - titles like ClayFighter were clearly moulded in its image, and the previously hand-drawn 85 00:07:24,089 --> 00:07:30,147 riders of Road Rash were replaced by real bikers in the third instalment. 86 00:07:30,669 --> 00:07:36,990 The impressively-rendered Donkey Kong Country was perhaps the pinnacle of 2D 16-bit platformers: 87 00:07:36,099 --> 00:07:43,099 colourful; beautifully animated; and a smash hit to boot. 88 00:07:44,629 --> 00:07:48,683 The advent of multimedia technology meant more room for pre-rendered content and full 89 00:07:49,169 --> 00:07:51,211 motion video. 90 00:07:51,589 --> 00:07:56,611 Games like Myst took full advantage of the huge amount of storage space that CDs brought: 91 00:07:56,809 --> 00:07:59,816 enabling atmospheric prerendered backdrops. 92 00:08:00,509 --> 00:08:04,596 The serene island setting of Myst proved a shining example of what the emergent technology 93 00:08:05,379 --> 00:08:07,386 was capable of. 94 00:08:07,449 --> 00:08:12,517 Most early CD-based games were pure tripe, however. 95 00:08:13,129 --> 00:08:17,138 Games like Night Trap for the SEGA CD are remembered not for their groundbreaking technology 96 00:08:18,029 --> 00:08:24,121 - but instead for their awfulness. 97 00:08:24,949 --> 00:08:29,680 All the bluster of new tech, and none of the impact. 98 00:08:29,068 --> 00:08:35,099 The future wasn't in interactive movies - and while the compact disc's extra storage would 99 00:08:35,099 --> 00:08:40,888 become very useful in the years ahead - FMV would eventually give way to games with more 100 00:08:41,779 --> 00:08:47,841 depth. 101 00:08:48,399 --> 00:08:55,110 Join me in part three when we'll be delving into the origins of gaming's third dimension. 102 00:08:55,011 --> 00:08:59,047 Until then, farewell.