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* ''VideoGame/{{Silpheed}}'' for the [[UsefulNotes/SegaGenesis Sega CD]] had all ships and background objects as prerendered flat-shaded polygons.

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* ''VideoGame/{{Silpheed}}'' for the [[UsefulNotes/SegaGenesis Sega CD]] had all ships and background objects as FMVs with prerendered flat-shaded polygons.3d objects for the backgrounds, while the player character and enemies were polygons rendered in real time.


* All graphics elements (sprites and backgrounds alike) from the first three ''VideoGame/DonkeyKongCountry'' games were created from renders of 3D models created and animated on expensive SGI workstations.[[note]]While arcade games (including the original VideoGame/{{Mortal Kombat|1}}), PC games, and games for CD-ROM based console systems (including add-ons) had done it previously, the first game marked the first time it had ever been done on a cartridge-based video game system without the use of add-ons.[[/note]]

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* All graphics elements (sprites and backgrounds alike) from the first three ''VideoGame/DonkeyKongCountry'' games were created from renders of 3D models created and animated on expensive SGI workstations.[[note]]While arcade games (including the original VideoGame/{{Mortal Kombat|1}}), PC games, and games for CD-ROM based console systems (including add-ons) had done it previously, the first game marked the first time it had ever been done on a cartridge-based video game system without the use of add-ons.add-ons to such an extent.[[/note]]


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* ''Franchise/SonicTheHedgehog''::
** The Mega Drive-era games tended to use prerendered 3d models for pseudo-3d bonus levels. [[VideoGame/Sonic3AndKnuckles Sonic 3 and Sonic & Knuckles]] also used prerenders of Sonic and Knuckles for the title screens.
** ''VideoGame/Sonic3DBlast'', having 3d isometric gameplay, used the technique for the entirety of its graphics.
** ''VideoGame/SonicXtreme'' was going to have polygonal levels, but it would have used prerendered sprites for player characters and enemies. After its cancellation, ''VideoGame/SonicsSchoolhouse'' recycled Sonic's sprites, in addition to using prerendered graphics for other characters.


* ''VideoGame/{{Vectorman}}'' is made of polygon graphics turned into sprites.

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* ''VideoGame/{{Vectorman}}'' ''VideoGame/{{Vectorman}}'': The title character and nearly everything is made of polygon graphics turned into sprites.


When the sprite graphics in a VideoGame are made by conversion of an external image (such as a photograph, CGI render, hand-drawn artwork, video feed, etc.) into a sprite, as opposed to the Pixel Art 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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When the sprite graphics in a VideoGame are made by conversion of an external image created externally (such as a photograph, CGI render, hand-drawn artwork, video feed, etc.) into a sprite, as opposed to the Pixel Art 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).



%%* ''VideoGame/{{Vectorman}}''%%ZCE

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%%* ''VideoGame/{{Vectorman}}''%%ZCE* ''VideoGame/{{Vectorman}}'' is made of polygon graphics turned into sprites.


* ''VideoGame/{{Vectorman}}''

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* ''VideoGame/{{Vectorman}}''%%* ''VideoGame/{{Vectorman}}''%%ZCE



* ''VideoGame/{{Shinobi}} Legions''

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* %%* ''VideoGame/{{Shinobi}} Legions''Legions''%%ZCE



* ''Viewpoint''

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* ''Viewpoint''%%* ''Viewpoint''%%ZCE



* ''VideoGame/SpaceRangers''

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* ''VideoGame/SpaceRangers''%%* ''VideoGame/SpaceRangers''%%ZCE


* Some of the late-90's WWF arcade games such as ''In Your House'' featured sprites of the actual wrestlers like Wrestling/BretHart and Wrestler/TheUndertaker.

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* Some of the late-90's WWF arcade games such as ''In Your House'' featured sprites of the actual wrestlers like Wrestling/BretHart and Wrestler/TheUndertaker.Wrestling/TheUndertaker.


* All graphics elements (sprites and backgrounds alike) from the first three ''VideoGame/DonkeyKongCountry'' games were created from renders of 3D models created and animated on expensive SGI workstations.[[note]]While arcade games (including the original [[VideoGame/MortalKombat1 Mortal Kombat]]), PC games, and games for CD-ROM based console systems (including add-ons) had done it previously, the first game marked the first time it had ever been done on a cartridge-based video game system without the use of add-ons.[[/note]]

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* All graphics elements (sprites and backgrounds alike) from the first three ''VideoGame/DonkeyKongCountry'' games were created from renders of 3D models created and animated on expensive SGI workstations.[[note]]While arcade games (including the original [[VideoGame/MortalKombat1 Mortal Kombat]]), VideoGame/{{Mortal Kombat|1}}), PC games, and games for CD-ROM based console systems (including add-ons) had done it previously, the first game marked the first time it had ever been done on a cartridge-based video game system without the use of add-ons.[[/note]]



* Many of Disney's video games video games throughout the 90's such as ''[[VideoGame/AladdinVirginGames Aladdin]]'' and ''VideoGame/TheLionKing'' used cels drawn by Disney's film animation team drawn specifically for the game.

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* Many of Disney's video games video games throughout the 90's such as ''[[VideoGame/AladdinVirginGames Aladdin]]'' ''VideoGame/{{Aladdin|VirginGames}}'' and ''VideoGame/TheLionKing'' used cels drawn by Disney's film animation team drawn specifically for the game.



* ''VideoGame/CastleOfMagic'' actually gives this ability to the player. They can take photos of real-world objects and turn them into sprites in the game, for everything from the basic [[FollowTheMoney gem pickups]] to the [[SillinessSwitch bosses' heads.]]

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* ''VideoGame/CastleOfMagic'' actually gives this ability to the player. They can take photos of real-world objects and turn them into sprites in the game, for everything from the basic [[FollowTheMoney gem pickups]] to the [[SillinessSwitch bosses' heads.]]heads]].



* ''VideoGame/CosmicStarHeroine'' for most part uses pixel art, but some ships are 3D models converted into sprites. A submarine and its surfacing animation in particular [[ConspicuousCGI stick out like a 3-dimensional thumb]].

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* ''VideoGame/CosmicStarHeroine'' for most part uses pixel art, but some ships are 3D models converted into sprites. A submarine and its surfacing animation in particular [[ConspicuousCGI [[ConspicuousCG stick out like a 3-dimensional thumb]].



* ''VideoGame/{{Silpheed}}'' for the UsefulNotes/SegaCD had all ships and background objects as prerendered flat-shaded polygons.

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* ''VideoGame/{{Silpheed}}'' for the UsefulNotes/SegaCD [[UsefulNotes/SegaGenesis Sega CD]] had all ships and background objects as prerendered flat-shaded polygons.



* ''VideoGame/SaintsRowIV'' has the mission [[VideoGame/StreetsOfRage Saints of Rage]], where [[PlayerCharacter The President]] goes into a [[StylisticSuck 16-bit side-scroller]] to rescue [[spoiler:Johnny Gat]],resulting in Digitized Sprites (mostly to allow the player's customized President, converting their normal 3D model). It's all, naturally, {{Lampshaded}}, and comes complete with choppy sound bites and nonsensical food healing items.

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* ''VideoGame/SaintsRowIV'' has the mission [[VideoGame/StreetsOfRage Saints of Rage]], where [[PlayerCharacter The President]] goes into a [[StylisticSuck 16-bit side-scroller]] to rescue [[spoiler:Johnny Gat]],resulting in Digitized Sprites (mostly to allow the player's customized President, converting their normal 3D model). It's all, naturally, {{Lampshaded}}, {{Lampshade|Hanging}}d, and comes complete with choppy sound bites and nonsensical food healing items.



* ''American Girls Premiere'' and its predecessor, ''Opening Night'', used chroma-keyed footage from live actors and props, with the former using the ''[[Literature/AmericanGirlsCollection American Girl]]'' catalog along with actors dressed as characters from the franchise, and the latter using generic characters, sets, and props. It wasn't as refined as ''Mortal Kombat's'' though, as the characters were poorly chroma-keyed, and was grainier due to the dithered 256-colour palette.

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* ''American Girls Premiere'' and its predecessor, ''Opening Night'', used chroma-keyed footage from live actors and props, with the former using the ''[[Literature/AmericanGirlsCollection American Girl]]'' ''Literature/{{American Girl|sCollection}}'' catalog along with actors dressed as characters from the franchise, and the latter using generic characters, sets, and props. It wasn't as refined as ''Mortal Kombat's'' though, as the characters were poorly chroma-keyed, and was grainier due to the dithered 256-colour palette.


* ''VideoGame/{{Fallout}}'' used 3D models converted into sprites for all of its graphics. The sole exception were talking heads, created from clay models painstakingly digitized into 3D and then saved as sprites.

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* ''VideoGame/{{Fallout}}'' ''VideoGame/Fallout1'' used 3D models converted into sprites for all of its graphics. The sole exception were talking heads, created from clay models painstakingly digitized into 3D and then saved as sprites.



* The first six installments of the ''Franchise/FinalFantasy'' series generated their monster graphics by directly scanning artwork into the game.

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* The first six Early installments of the ''Franchise/FinalFantasy'' series generated their feature monster graphics generated by directly scanning the artwork into the game.game.
* ''VideoGame/CosmicStarHeroine'' for most part uses pixel art, but some ships are 3D models converted into sprites. A submarine and its surfacing animation in particular [[ConspicuousCGI stick out like a 3-dimensional thumb]].


* Deliberately averted in ''VideoGame/YoshisIsland''. According to ''Franchise/SuperMarioBros'' creator Creator/ShigeruMiyamoto, the reason why the game is drawn with a sketchy, storybook-like artstyle is that 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 use Digitized Sprites in order to compete with true 3D games. Miyamoto, however, despised the look of these prerendered sprites, and as a result the game's graphics style is how it is, looking like illustrations straight out of a storybook.

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* Deliberately averted in ''VideoGame/YoshisIsland''. According to ''Franchise/SuperMarioBros'' creator Creator/ShigeruMiyamoto, the reason why the game is drawn with a sketchy, storybook-like artstyle is that around the time the game was released, the SuperNintendoEntertainmentSystem UsefulNotes/SuperNintendoEntertainmentSystem was almost near the end of its life, and it was now mandatory for its last few games to use Digitized Sprites in order to compete with true 3D games. Miyamoto, however, despised the look of these prerendered sprites, and as a result the game's graphics style is how it is, looking like illustrations straight out of a storybook.


* ''OneMustFall 2097''

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* ''OneMustFall ''VideoGame/OneMustFall 2097''


* Creator/{{Sierra}} used this technique heavily in their '90s adventure games, though the artists would usually touch up the sprites in their paint programs. They did this heavily in games like ''VideoGame/KingsQuestVIHeirTodayGoneTomorrow'' but left the sprites largely untouched for the Police Quest games to fit the series' more naturalistic setting. ''VideoGame/{{Phantasmagoria}}'' also seems to drift back and forth between digitized actor sprites and heavily {{Chroma Key}}ed FullMotionVideo.

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* Creator/{{Sierra}} used this technique heavily in their '90s adventure games, though the artists would usually [[{{Rotoscoping}} touch up the sprites sprites]] in their paint programs. They did this heavily in games like ''VideoGame/KingsQuestVIHeirTodayGoneTomorrow'' but left the sprites largely untouched for the Police Quest games to fit the series' more naturalistic setting. ''VideoGame/{{Phantasmagoria}}'' also seems to drift back and forth between digitized actor sprites and heavily {{Chroma Key}}ed FullMotionVideo.


* ''ClayFighter''

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* ''ClayFighter''''VideoGame/ClayFighter''


* The UsefulNotes/SegaGenesis game ''VideoGame/BugsBunnyInDoubleTrouble''.

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* The UsefulNotes/SegaGenesis and UsefulNotes/GameGear game ''VideoGame/BugsBunnyInDoubleTrouble''.''VideoGame/BugsBunnyInDoubleTrouble'' features these.


* The Sega Genesis game ''WesternAnimation/BugsBunny: Double Trouble''

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* The Sega Genesis UsefulNotes/SegaGenesis game ''WesternAnimation/BugsBunny: Double Trouble''''VideoGame/BugsBunnyInDoubleTrouble''.


* The ''VideoGame/GoldenSun'' games on the GameBoyAdvance digitized most of the sprites.

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* The ''VideoGame/GoldenSun'' games on the GameBoyAdvance UsefulNotes/GameBoyAdvance digitized most of the sprites.

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