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Pixel Pioneers: A Brief History of Graphics, Part One

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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
    - became clear.
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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.
Title:
Pixel Pioneers: A Brief History of Graphics, Part One
Description:

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Video Language:
English, British
Duration:
08:17

English, British subtitles

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