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* ''WesternAnimation/{{Gargoyles}}'' on the Genesis
to:
* ''WesternAnimation/{{Gargoyles}}'' on the GenesisGenesis used this to contrast the futuristic machine enemies with the hand-drawn sprites of enemies from Goliath's original time.
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* Deliberately averted in ''YoshisIsland''. According to ''SuperMarioBros'' creator ShigeruMiyamoto, the reason why the game is drawn with a sketchy, storybook-like artstyle is because around the time the game was released, the SuperNintendoEntertainmentSystem was almost near the end of its life, and it was now mandatory for its last few games to be drawn this way. Miyamoto however, despised this artstyle, and as a result the game's graphics are actually drawn in its unique style today. Played straight in the prologue, however.
to:
* Deliberately averted in ''YoshisIsland''. According to ''SuperMarioBros'' creator ShigeruMiyamoto, the reason why the game is drawn with a sketchy, storybook-like artstyle is because around the time the game was released, the SuperNintendoEntertainmentSystem was almost near the end of its life, and it was now mandatory for its last few games to be drawn this way. Miyamoto use Digitized Sprites in order to compete with true 3D games. Miyamoto, however, despised this artstyle, the look of these prerendered sprites, and as a result the game's graphics are actually drawn in its unique style today. Played straight in the prologue, however.
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* ''WesternAnimation/ToyStory'' for the SegaGenesis and the SNES
to:
* ''WesternAnimation/ToyStory'' for the SegaGenesis and the SNES[[SuperNintendoEntertainmentSystem SNES]]
* ''Disney/TheLionKing'' for the SegaGenesis and the [[SuperNintendoEntertainmentSystem SNES]] used what seems like some of the actual animation cels used for the filming of the movie scanned in and decreased in resolution to use as sprites.
* The GameBoyAdvance video game adaptation of ''TheLionTheWitchAndTheWardrobe'' uses digitized sprites for player characters and backgrounds.
* ''Disney/TheLionKing'' for the SegaGenesis and the [[SuperNintendoEntertainmentSystem SNES]] used what seems like some of the actual animation cels used for the filming of the movie scanned in and decreased in resolution to use as sprites.
* The GameBoyAdvance video game adaptation of ''TheLionTheWitchAndTheWardrobe'' uses digitized sprites for player characters and backgrounds.
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* ''[[DonkeyKong DK Jungle Climber]]''
to:
* ''[[DonkeyKong ''[[VideoGame/DonkeyKong DK Jungle Climber]]''
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** Likewise with DukeNukem3D.
to:
** Likewise with DukeNukem3D.VideoGame/DukeNukem3D.
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* ''ToyStory'' for the SegaGenesis and the SNES
to:
* ''ToyStory'' ''WesternAnimation/ToyStory'' for the SegaGenesis and the SNES
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* ''ToyStory'' for the SegaGenesis and the SNES
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** More info about the work process can be found [[http://www.the-postmortem.com/forum/viewtopic.php?f=2&t=1181&hilit=clay here]].
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* ''MarioVsDonkeyKong'', first installment.
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changing da Namespace, yo...
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When the sprite graphics in a VideoGame are made by converting an external image (such as a photograph, CGI render, hand-drawn artwork, video feed, etc.) into a sprite, as opposed to the PixelArt methods typically associated with the creation of videogame sprites. This can actually save a lot of time and effort in the production cycle, but the results are often not as pleasing (particularly when photography is used).
to:
When the sprite graphics in a VideoGame are made by converting an external image (such as a photograph, CGI render, hand-drawn artwork, video feed, etc.) into a sprite, as opposed to the PixelArt methods typically associated with the creation of videogame sprites. This can actually save a lot of time and effort in the production cycle, but the results are often not as pleasing (particularly when photography is used).
used).
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Compare SpritePolygonMix (and can overlap if the sprites or bitmaps are also digitized).
----
!!Examples:
* The ''MortalKombat'' series started out this way, with sprites and animations based on filming live actor performances.
* ''VideoGame/{{Pit-Fighter}}''
* The Sega Genesis game ''BugsBunny: Double Trouble''
* The first three ''DonkeyKongCountry'' games made all of its graphics (sprites and backgrounds alike) from pre-rendered 3D models.
* ''VideoGame/KillerInstinct''
* ''VideoGame/RiseOfTheRobots''
* ''PrimalRage'' using digitised claymation figures as sprites.
* ''RollercoasterTycoon'' used screencapped 3D for its vehicles, while everything else was standard sprites.
* ''{{Vectorman}}''
* ''EternalChampions X-Perts''.
* ''WesternAnimation/{{Gargoyles}}'' on the Genesis
----
!!Examples:
* The ''MortalKombat'' series started out this way, with sprites and animations based on filming live actor performances.
* ''VideoGame/{{Pit-Fighter}}''
* The Sega Genesis game ''BugsBunny: Double Trouble''
* The first three ''DonkeyKongCountry'' games made all of its graphics (sprites and backgrounds alike) from pre-rendered 3D models.
* ''VideoGame/KillerInstinct''
* ''VideoGame/RiseOfTheRobots''
* ''PrimalRage'' using digitised claymation figures as sprites.
* ''RollercoasterTycoon'' used screencapped 3D for its vehicles, while everything else was standard sprites.
* ''{{Vectorman}}''
* ''EternalChampions X-Perts''.
* ''WesternAnimation/{{Gargoyles}}'' on the Genesis
to:
Compare SpritePolygonMix (and can overlap if the sprites or bitmaps are also digitized).
----
!!Examples:
digitized).
----
!!Examples:
* The ''MortalKombat'' series started out this way, with sprites and animations based on filming live actorperformances.
performances.
*''VideoGame/{{Pit-Fighter}}''
''VideoGame/{{Pit-Fighter}}''
* The Sega Genesis game ''BugsBunny: DoubleTrouble''
Trouble''
* The first three ''DonkeyKongCountry'' games made all of its graphics (sprites and backgrounds alike) from pre-rendered 3Dmodels.
models.
*''VideoGame/KillerInstinct''
''VideoGame/KillerInstinct''
*''VideoGame/RiseOfTheRobots''
''VideoGame/RiseOfTheRobots''
* ''PrimalRage'' using digitised claymation figures assprites.
sprites.
* ''RollercoasterTycoon'' used screencapped 3D for its vehicles, while everything else was standardsprites.
sprites.
*''{{Vectorman}}''
''{{Vectorman}}''
* ''EternalChampionsX-Perts''.
X-Perts''.
* ''WesternAnimation/{{Gargoyles}}'' on theGenesis Genesis
----
!!Examples:
----
!!Examples:
* The ''MortalKombat'' series started out this way, with sprites and animations based on filming live actor
*
* The Sega Genesis game ''BugsBunny: Double
* The first three ''DonkeyKongCountry'' games made all of its graphics (sprites and backgrounds alike) from pre-rendered 3D
*
*
* ''PrimalRage'' using digitised claymation figures as
* ''RollercoasterTycoon'' used screencapped 3D for its vehicles, while everything else was standard
*
* ''EternalChampions
* ''WesternAnimation/{{Gargoyles}}'' on the
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* Some of the monsters from ''{{DOOM}}'' and ''DOOM 2'' were first created as clay or latex models which were photographed and then rendered into sprites.
to:
* Some of the monsters from ''{{DOOM}}'' ''VideoGame/{{DOOM}}'' and ''DOOM 2'' were first created as clay or latex models which were photographed and then rendered into sprites.
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None
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* The ''GoldenSun'' games on the GameBoyAdvance digitized most of the sprites.
to:
* The ''GoldenSun'' ''VideoGame/GoldenSun'' games on the GameBoyAdvance digitized most of the sprites.
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None
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Also, if a photo is used it could be anything, from RealLife pictures and actors to StopMotion (e.g. {{Claymation}} models).
to:
Also, if a photo is used used, it could be anything, anything from RealLife pictures and actors pictures, to actors, to StopMotion (e.g. {{Claymation}} models).
Is there an issue? Send a MessageReason:
None
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When the sprite graphics in a VideoGame are made by converting an external image (such as a photograph or video feed, CGI render, hand-drawn artwork, etc.) into a sprite, as opposed to the PixelArt methods typically associated with the creation of videogame sprites. This can actually save a lot of time and effort in the production cycle, but the results are often not as pleasing (particularly when photography is used).
to:
When the sprite graphics in a VideoGame are made by converting an external image (such as a photograph or video feed, photograph, CGI render, hand-drawn artwork, video feed, etc.) into a sprite, as opposed to the PixelArt methods typically associated with the creation of videogame sprites. This can actually save a lot of time and effort in the production cycle, but the results are often not as pleasing (particularly when photography is used).
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None
Added DiffLines:
* The ''GoldenSun'' games on the GameBoyAdvance digitized most of the sprites.
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None
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* ''RiseOfTheRobots''
to:
* ''RiseOfTheRobots'' ''VideoGame/RiseOfTheRobots''
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SWAT is an FMV game
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* ''PoliceQuest: Open Season'' and ''Police Quest: SWAT''
to:
* ''PoliceQuest: Open Season'' and ''Police Quest: SWAT''Season''
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* MarioKart Super Circuit
to:
* MarioKart ''MarioKart Super CircuitCircuit''
* ''PoliceQuest: Open Season'' and ''Police Quest: SWAT''
* ''PoliceQuest: Open Season'' and ''Police Quest: SWAT''
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* ''PitFighter''
to:
* ''PitFighter'' ''VideoGame/{{Pit-Fighter}}''
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* ''VideoGame/{{Iji}}'''s sprites are 3d models from blender, rendered with flat-shading.
to:
* ''VideoGame/{{Iji}}'''s sprites are 3d models from blender, Blender, rendered with flat-shading.
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None
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* ''VideoGame/{{Iji}}''
to:
* ''VideoGame/{{Iji}}''''VideoGame/{{Iji}}'''s sprites are 3d models from blender, rendered with flat-shading.
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* ''Blood'' also used detailed models for all the monsters.
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Sprites in video games that are made by converting an existing image (whether a photo, CGI image, hand drawn image, etc.) into a sprite, rather than the standard methods (PixelArt and such). This can actually save a lot of work compared to the standard methods, but often doesn't look as pleasing (particularly if based on a photo).
This was popular in the early to late 1990s before processing power and tech prices could make PolygonalGraphics practical for video games. And this could actually make more detailed graphics than many of the early polygon-capable game systems, since it was taking more advanced CGI and converting it to 2D images.
Also, if a photo is used it could be anything, from RealLife pictures, to {{Claymation}}.
This was popular in the early to late 1990s before processing power and tech prices could make PolygonalGraphics practical for video games. And this could actually make more detailed graphics than many of the early polygon-capable game systems, since it was taking more advanced CGI and converting it to 2D images.
Also, if a photo is used it could be anything, from RealLife pictures, to {{Claymation}}.
to:
This was popular in the early to late 1990s (the 16-bit era) before processing power and tech prices could make PolygonalGraphics practical for home computers and video
Also, if a photo is used it could be anything, from RealLife
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* The ''MortalKombat'' series started out this way.
to:
* The ''MortalKombat'' series started out this way.way, with sprites and animations based on filming live actor performances.
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* The first three ''DonkeyKongCountry'' games.
to:
* The first three ''DonkeyKongCountry'' games.games made all of its graphics (sprites and backgrounds alike) from pre-rendered 3D models.
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* ''SuperMarioRPG''
to:
* ''SuperMarioRPG''''SuperMarioRPG'', much like DonkeyKongCountry, derived its sprite and environment graphics from pre-rendered CGI models.
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This was popular before processing power and tech prices could make PolygonalGraphics practical for video games. And this could actually make more detailed graphics than many of the early polygon-capable game systems, since it was taking more advanced CGI and converting it to 2D images.
to:
This was popular in the early to late 1990s before processing power and tech prices could make PolygonalGraphics practical for video games. And this could actually make more detailed graphics than many of the early polygon-capable game systems, since it was taking more advanced CGI and converting it to 2D images.
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None
Changed line(s) 29 (click to see context) from:
* Averted in ''YoshisIsland''. According to ''SuperMarioBros'' creator ShigeruMiyamoto, the reason why the game is drawn with a sketchy, storybook-like artstyle is because around the time the game was released, the SuperNintendoEntertainmentSystem was almost near the end of its life, and it was now mandatory for its last few games to be drawn this way. Miyamoto however, despised this artstyle, and as a result the game's graphics are actually drawn in its unique style today. Played straight in the prologue, however.
to:
* Averted Deliberately averted in ''YoshisIsland''. According to ''SuperMarioBros'' creator ShigeruMiyamoto, the reason why the game is drawn with a sketchy, storybook-like artstyle is because around the time the game was released, the SuperNintendoEntertainmentSystem was almost near the end of its life, and it was now mandatory for its last few games to be drawn this way. Miyamoto however, despised this artstyle, and as a result the game's graphics are actually drawn in its unique style today. Played straight in the prologue, however.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* Averted in ''YoshisIsland''. According to ''SuperMarioBros'' creator ShigeruMiyamoto, the reason why the game is drawn with a sketchy, storybook-like artstyle is because around the time the game was released, the SuperNintendoEntertainmentSystem was almost near the end of its life, and it was now mandatory for its last few games to be drawn this way. Miyamoto however, despised this artstyle, and as a result the game's graphics are actually drawn in its unique style today. Played straight in the prologue, however.
Is there an issue? Send a MessageReason:
None
Changed line(s) 1,2 (click to see context) from:
Sprites in video games that are made by converting an existing image (whether a photo or CGI image) into a sprite, rather than the standard methods (PixelArt and such). This can actually save a lot of work compared to the standard methods, but often doesn't look as pleasing (particularly if based on a photo).
to:
Sprites in video games that are made by converting an existing image (whether a photo or photo, CGI image) image, hand drawn image, etc.) into a sprite, rather than the standard methods (PixelArt and such). This can actually save a lot of work compared to the standard methods, but often doesn't look as pleasing (particularly if based on a photo).
Is there an issue? Send a MessageReason:
None
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* Some of the monsters from ''{{DOOM}}'' and ''DOOM2'' were first created as clay or latex models which were photographed and then rendered into sprites.
to:
* Some of the monsters from ''{{DOOM}}'' and ''DOOM2'' ''DOOM 2'' were first created as clay or latex models which were photographed and then rendered into sprites.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
Sprites in video games that are made by converting an existing image (whether a photo or CGI image) into a sprite, rather than the standard methods (PixelArt and such). This can actually save a lot of work compared to the standard methods, but often doesn't look as pleasing (particularly if based on a photo).
This was popular before processing power and tech prices could make PolygonalGraphics practical for video games. And this could actually make more detailed graphics than many of the early polygon-capable game systems, since it was taking more advanced CGI and converting it to 2D images.
Also, if a photo is used it could be anything, from RealLife pictures, to {{Claymation}}.
Compare SpritePolygonMix (and can overlap if the sprites or bitmaps are also digitized).
----
!!Examples:
* The ''MortalKombat'' series started out this way.
* ''PitFighter''
* The Sega Genesis game ''BugsBunny: Double Trouble''
* The first three ''DonkeyKongCountry'' games.
* ''VideoGame/KillerInstinct''
* ''RiseOfTheRobots''
* ''PrimalRage'' using digitised claymation figures as sprites.
* ''RollercoasterTycoon'' used screencapped 3D for its vehicles, while everything else was standard sprites.
* ''{{Vectorman}}''
* ''EternalChampions X-Perts''.
* ''WesternAnimation/{{Gargoyles}}'' on the Genesis
* ''SpaceRangers''
* ''VideoGame/{{Iji}}''
* ''OneMustFall 2097''
* ''SuperMarioRPG''
* ''[[DonkeyKong DK Jungle Climber]]''
* The EnhancedRemake of ''QuestForGlory 1'' used clay models for its in-battle monster graphics.
* ''ClayFighter''
* Some of the monsters from ''{{DOOM}}'' and ''DOOM2'' were first created as clay or latex models which were photographed and then rendered into sprites.
----
This was popular before processing power and tech prices could make PolygonalGraphics practical for video games. And this could actually make more detailed graphics than many of the early polygon-capable game systems, since it was taking more advanced CGI and converting it to 2D images.
Also, if a photo is used it could be anything, from RealLife pictures, to {{Claymation}}.
Compare SpritePolygonMix (and can overlap if the sprites or bitmaps are also digitized).
----
!!Examples:
* The ''MortalKombat'' series started out this way.
* ''PitFighter''
* The Sega Genesis game ''BugsBunny: Double Trouble''
* The first three ''DonkeyKongCountry'' games.
* ''VideoGame/KillerInstinct''
* ''RiseOfTheRobots''
* ''PrimalRage'' using digitised claymation figures as sprites.
* ''RollercoasterTycoon'' used screencapped 3D for its vehicles, while everything else was standard sprites.
* ''{{Vectorman}}''
* ''EternalChampions X-Perts''.
* ''WesternAnimation/{{Gargoyles}}'' on the Genesis
* ''SpaceRangers''
* ''VideoGame/{{Iji}}''
* ''OneMustFall 2097''
* ''SuperMarioRPG''
* ''[[DonkeyKong DK Jungle Climber]]''
* The EnhancedRemake of ''QuestForGlory 1'' used clay models for its in-battle monster graphics.
* ''ClayFighter''
* Some of the monsters from ''{{DOOM}}'' and ''DOOM2'' were first created as clay or latex models which were photographed and then rendered into sprites.
----