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They say graphics aren't important - but every
game I've ever played has had them.
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Game visuals are the most obvious indicator
of their technology.
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From naive origins, to an explosion of arcades
and home consoles, and the emergence and refinement
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of three-dimensional games: graphics have
come a long way over the course of video game
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history.
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So, what are the most important graphical
milestones?
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How has available technology shaped the type
of games we play?
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And shouldn't it be about the gameplay instead?
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In their earliest days, video games amounted
to little more than electronic novelties.
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These pixel pioneers broke new ground with
every step - in an era when simply moving
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a flicker of light across a television screen
was incredible.
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Games like Pong were a space age wonder, tapping
in to a surge in sci-fi interest and becoming
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the earliest major success of the video game
industry.
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For the first time ever, video games were
cool.
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It wouldn't last forever, of course - and
once the novelty wore off, the need for more
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advanced hardware - and more impressive visuals
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Full-colour graphics were an early threshold
for arcade games: and while colour television
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had existed since before the second world
war, most early video games were limited to
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a monochrome display.
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Some games used coloured overlays to spruce
up their playfields - a translucent plastic
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sheet applied on top of a black and white
display.
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Obviously quite a limited solution, but it
was at least a cheap one: and while monochrome
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games continued to rake in coins, technology
would have a chance to catch up.
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The very first arcade game to use a coloured
display is difficult to pin down - some existed
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only as prototypes, such as a colour variant
of Gotcha!
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Some early multiplayer racing games used colour
to differentiate each player's car: Indy 4
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in 1976 is one early example, and Car Polo
in 1977 was the very first colour arcade game
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to use a microprocessor.
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These early examples are normally glossed
over in favour of the first truly successful
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RGB colour game: Galaxian.
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Essentially a fancier version of Space Invaders,
each of the brightly-coloured alien ships
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could flit freely across the screen: and perhaps
more impressive were the multiple colours
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used in each sprite - for its time, the game
was an audiovisual treat.
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By 1980, colour graphics were the norm: Pac-Man
just wouldn't be the same without its colourful
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ghosts and the familiar yellow protagonist.
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Pixels haven't always been the norm.
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In the early days of the arcade, there were
two principal paradigms for rendering an image
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on the screen: raster and vector.
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Raster comes from the latin word 'rastrum'
meaning rake, - and today is the more familiar
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method of drawing on-screen.
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The electron beam rapidly sweeps every line
of the display in sequence, forming a grid:
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and line-by-line, a picture is assembled.
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Vector graphics directly manipulate the electron
beam to form their images, in a similar manner
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to an oscilloscope: indeed, very early games
like Tennis For Two used an oscilloscope display.
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The most famous vector arcade title is Asteroids:
and while its graphics might be sparse, the
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perfectly smooth polygons do boast a certain
charm.
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Compare the appearance of two similar games
using each of these methods: the smooth vector
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lines of Space War! versus the blockier pixels
of Star Cruiser.
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Vector graphics are cleaner, but less versatile:
while raster images can't reproduce smooth
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lines, their ability to render more complex
scenes and filled shapes helped to secure
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the pixel's dominance.
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Early arcade games normally had fixed playfields:
a game's arena was sized to fit the screen.
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Scrolling the display to slowly reveal a level
required more grunt: it demands the ability
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to shift around large chunks of memory.
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Early driving titles like Speed Race were
the first to introduce scrolling, although
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the hardware limitations did force some concessions:
mirrored tracksides and a rather spartan roadway.
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Defender in 1980 was an evolution of the space
shooter, and set the scene for future side-scrolling
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shoot-em-ups: despite its simple graphics,
it offered freedom of movement across a planet's
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surface - along with a host of aliens to shoot.
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Similarly, the top-down view seen in Xevious
is often cited as the origin of the vertically
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scrolling shoot-em-up: with the player's ship
at the bottom of the screen shooting upwards
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as the scenery slowly unravels below.
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SEGA's Zaxxon was the first isometric game,
complete with isometric scrolling: simulating
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3 dimensions with a 2:1 dimetric projection.
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This technique was employed by many later
games - particularly strategy games of the
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early 90s - with a psuedo-3D appearance that
still fits the pixel grid.
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Similarly, the use of sprite scaling - resizing
images on the fly - is sometimes seen in games
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attempting to lend their otherwise flat graphics
a sense of depth.
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Early Nintendo shooter Radar Scope shrank
sprites in the distance to give the impression
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that you were gazing across a plane of space:
the goal to repel any invaders.
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More impressive was the scenery in 1981's
Turbo: although painted in garish colours,
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and with quite some distortion - the effect
is nonetheless outstanding when compared to
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other games from a similar time.
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The advent of 16-bit arcade hardware brought
about more colours, and the ability to shift
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more pixels than ever before: and SEGA's 'Super
Scaler' tech in the mid-1980s blew everything
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else out of the water.
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Truly, a new era was beginning.
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Hang-On combined smooth sprite scaling with
blistering frame rates - and alongside its
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impressive lean-to-steer motorbike cabinet,
it certainly made an impact at the arcades.
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Running on the same hardware was Space Harrier:
an into-the-screen rail shooter that would
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set a benchmark in sound and graphics: as
well as establishing the basis for the Top-Gun
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inspired After Burner.
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Perhaps the most incredible graphics of the
early 1980s were those seen in Dragon's Lair:
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leveraging the huge storage potential of laserdisc
technology, it was a bona-fide interactive
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movie.
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Too bad it wasn't much fun to play.
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The middle of the 1980s saw the end of the
arcade's golden era, and the rise of the home
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consoles instead.
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Arcades would still rule the roost as far
as graphical power was concerned, but the
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ground they broke earlier meant that cost-reduced
home consoles could deliver both colourful
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graphics and smooth scrolling.
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Join me in part two for the next stage of
video game graphic development: a time when
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two-dimensional games reigned supreme; and
sprites were in their prime.
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Until then, farewell.