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Sprite Supreme: A Brief History of Graphics, Part Two

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    There is a certain beauty in well-designed
    pixel art.
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    It speaks of a simpler era - a time when sprites
    reigned supreme.
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    Designed to move across a game's playfield,
    sprites are two-dimensional images that represent
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    the player, enemies, or other non-static aspect
    of a game.
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    Often drawn with the help of dedicated hardware,
    they have been an essential facet of computer
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    graphics almost as long as games have existed.
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    Early sprites were small in size and limited
    in palette, but as the pace of technology
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    increased they became larger; more detailed;
    and much more colourful.
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    Huge sprites meant huge arcade impact.
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    Games like Strider were held in high regard
    for the sheer scale of the action: towering
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    characters and huge sweeping plasma swords.
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    This was made possible by the powerful CPS-1
    arcade board - with custom sprite chips capable
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    of drawing 256 16-colour sprites per scanline.
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    This was the board that would power Street
    Fighter II: a title which would set a benchmark
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    within the fighting game genre, with large
    and diverse character sprites coupled with
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    fluid action.
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    It sent the popularity of fighting games skyward
    and kickstarted a new wave of arcade popularity.
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    Graphics might not be important, but they
    certainly attract attention.
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    One technique that proved particularly popular
    during the 2D era was parallax scrolling:
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    splitting the foreground or background into
    a number of layers which move at different
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    rates, to give the impression of scene depth.
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    Moon Patrol was one of the first games to
    make effective use of the technique, with
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    its colourful mountain vista background.
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    It's a striking effect - and home computer
    users were quick to imitate: with games like
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    Parallax on the Commodore 64 even named for
    the scrolling effect.
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    By the time of the 16-bit machines, it was
    a far more attainable technical feat: and
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    would become a common sight in 2D platformers.
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    Shadow of The Beast's colourful implementation
    impressed: and as hardware power increased,
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    scenes became more complex: and the blast-processing
    power of the SEGA Megadrive gave games like
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    Sonic The Hedgehog more character than ever.
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    It was an era of cartoon mascots, and platformers
    were en vogue.
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    The arcades were no stranger to animated heroes:
    tie-ins to popular television series such
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    as the Teenage Mutant Ninja Turtles or The
    Simpsons were major draws, and their frantic
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    paced four-player action was the perfect fit
    for the social nature of such amusements.
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    On the home consoles, the success of games
    like Mario and Sonic inspired a large number
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    of similar games - and the familiarity of
    film licenses made tie-ins like Aladdin a
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    huge success.
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    The colourful world and expressive animation
    of Disney gave the game a great visual grounding
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    - and ensured its place as a best seller.
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    Some characters were home-grown: Shiny Entertainment's
    Earthworm Jim had all of the style and flair
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    expected of the platform genre, but did so
    with a new creation: a powered-up worm wearing
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    a cybernetic super suit.
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    Its zany sense of humour and unique style
    made for a memorable close to the 16-bit era.
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    Super Mario World 2: Yoshi's Island embraced
    a painted aesthetic: rather than a push for
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    showy effect or realistic appearance.
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    It's this style that helps the game's visuals
    stand up today: while it might not be technically
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    impressive, there is a hand-drawn charm consistent
    throughout.
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    By the mid 1990s, sprites were starting to
    become passe: the focus was starting to shift
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    towards a new wave of three-dimensional games,
    and the potential that lay within another
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    dimension.
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    That's not to say that 2D games went away
    entirely: there were still plenty about, and
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    the mature tech behind them made for some
    particularly impressive visuals towards the
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    end of the decade.
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    The lush spritework in games like Metal Slug
    remains a pinnacle of the style: unbound by
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    colour or size restriction, and with fantastic
    animation.
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    Some games work best in 2D - and while 3D
    fighting games eventually rose in popularity,
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    there were still plenty of traditional sprite-based
    ones: such as SNK's long-running King of Fighters
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    series.
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    Beautiful, but a dying breed: the best hand-drawn
    sprites require good artists. However - there
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    are some techniques that serve as a passable
    alternative.
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    Animation is a vital part of making movement
    in games believable - and in the days before
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    motion capture, some artists would draw from
    reality using a process called rotoscoping.
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    The original Prince of Persia's sprites are
    traced directly from video: A labour intensive
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    technique, but one that delivers natural-looking
    movement with realistic inertia.
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    Similar techniques were used in other cinematic
    platformers, such as Another World - and Flashback.
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    Both made use of rotoscoping for in-game sprites
    and for cinematic cutscenes: fluid in motion
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    yet compact enough to fit on a couple of floppy
    disks.
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    Digitised sprites were fashionable for a while,
    too - images taken directly from photographs
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    or video of real-life subjects.
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    The earliest example is Journey, which featured
    black and white images of the band - but the
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    technique wouldn't become commonplace until
    the early 90s.
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    Winners don't use drugs - nor do they have
    any qualms in slaughtering drug dealers by
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    the dozen.
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    Narc was a very early 32-bit arcade machine,
    with thousands of on-screen colours and hugely
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    impressive digitised sprites for its time
    - and unabashed ultra-violence paired with
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    realistic images certainly courts controversy.
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    The realistic characters and large number
    of animation frames found in fighting games
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    were a good fit for digitisation.
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    Reikai Doushi and Pit Fighter paved the way,
    but it was one game in particular that flung
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    such sprites to the forefront: Mortal Kombat.
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    Photo-real characters and brutal action made
    the game a controversial one - which in turn
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    ensured its popularity.
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    Like Streetfighter II before it, Mortal Kombat's
    realistic sprites were particularly influential
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    - titles like ClayFighter were clearly moulded
    in its image, and the previously hand-drawn
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    riders of Road Rash were replaced by real
    bikers in the third instalment.
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    The impressively-rendered Donkey Kong Country
    was perhaps the pinnacle of 2D 16-bit platformers:
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    colourful; beautifully animated; and a smash
    hit to boot.
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    The advent of multimedia technology meant
    more room for pre-rendered content and full
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    motion video.
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    Games like Myst took full advantage of the
    huge amount of storage space that CDs brought:
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    enabling atmospheric prerendered backdrops.
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    The serene island setting of Myst proved a
    shining example of what the emergent technology
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    was capable of.
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    Most early CD-based games were pure tripe,
    however.
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    Games like Night Trap for the SEGA CD are
    remembered not for their groundbreaking technology
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    - but instead for their awfulness.
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    All the bluster of new tech, and none of the
    impact.
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    The future wasn't in interactive movies - and
    while the compact disc's extra storage would
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    become very useful in the years ahead - FMV
    would eventually give way to games with more
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    depth.
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    Join me in part three when we'll be delving
    into the origins of gaming's third dimension.
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    Until then, farewell.
Title:
Sprite Supreme: A Brief History of Graphics, Part Two
Description:

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Video Language:
English, British
Duration:
09:10

English, British subtitles

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