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Is there no love for 32-bit era sprites?

D

Deleted member 74300

Unconfirmed Member
491793.gif


Still the best.
 

Kup

Member
Here are a few of my personal favourites from that generation:

The Adventures Of Alundra:
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Grandia:
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SaGa Frontier 2:
mbDScqE.png



Suikoden II:
9Wjb3Vo.png


I can't think of any for Nintendo 64!
 
Since Legend of Mana has already been posted, I'd like to namedrop Breath of Fire 4. I'd post some images of its amazing sprite-work and animations, but I'm on mobile right now.
 

DonMigs85

Member
Since Legend of Mana has already been posted, I'd like to namedrop Breath of Fire 4. I'd post some images of its amazing sprite-work and animations, but I'm on mobile right now.

Yeah it looked nice and almost watercolor-y, whereas BOF3 still looked kinda 16-bitty.
 
You know, the PS1/N64/Saturn era of console video games. While there are a bunch of indie games and even non-indie games that utilize 8-bit and 16-bit style sprites for the retro feel, somehow people don't like to do 32-bit era of sprites.

to be honest..a lot of indies choose the 8 bit route because its much much cheap and easy.

PSX had horrible sprites. Not enough VRam. Saturn's sprits shitted all over the PlayStation 1.


psxgot some excellent 2d games too
 

Lijik

Member
My favorite game of all time is Jazz Jackrabbit 2, which had lavishly animated sprites. There are about 1,000 frames for one of the two main characters alone.

It doesnt take a rocket scientest to see why most indies dont go that route.
 
Super Tempo on Saturn has some pretty great sprite work.

Super_Tempo_Saturn_07.png


Super_Tempo_Saturn_18.png


A shame it's a JP only release.
Wow, that makes me curious. It's like Ren & Stimpy meets "anime."

There's definitely an "anime" look in there. But it also looks a lot like a 90s Nicktoon.

The selection of amazing unique things like this are why I wish that the Sega Saturn won the 32-bit generation.
 

Lijik

Member
Wow, that makes me curious. It's like Ren & Stimpy meets "anime."

There's definitely an "anime" look in there. But it also looks a lot like a 90s Nicktoon.

The selection of amazing unique things like this are why I wish that the Sega Saturn won the 32-bit generation.
Its basically the japanese Earthworm Jim. You beat that pictured frog boss by turning buff and trying to outflex him for example
 
Metal+Slug%2528androidhackbuddy.blogspot.com%2529.jpg


Bit graphics/games done right.

despite what the advertising used to say, the Neo-Geo is really just a 16bit machine. It uses a standard Motorola 68000/ Z80 combination, much like the Sega Genesis ot other arcade hardware from that time period, like Capcom's CP System.


Edit: Ahh, beaten...
 

Flock

Member
54366-Princess_Crown_(J)-14.jpg

Princess Crown

22101.jpg

Cotton Boomerang

other-consoles-46654-71344195292.jpeg

Tryrush Deppy

Silhouette_Mirage.jpg

Silhouette Mirage

gameimg004_01_l.jpg

Guardian Heroes

138494-Keio_Flying_Squadron_2_(E)-8.jpg

Keio Flying Squadron 2

(all saturn games)

Amazing 32bit 2D games is the whole reason I collect for Saturn. So much beautiful looking stuff. You need to see a lot of it in motion to truly appreciate the leap between 32 and 16 though.
 

Boss Doggie

all my loli wolf companions are so moe
I actually like 32-bit because it has that compromise. It's not too pixel-y but at the same time it doesn't look like a filter was applied on them.
 

KTGarda

Member
32-bit sprites definitely have some gems, the combination of sprites being on the way out that generation combined with them being much more difficult to make by smaller developers are probably the reasons why they see so little use nowadays.
 

2+2=5

The Amiga Brotherhood
For some reason 32 bit 2d graphics fail to impress me, i don't know how to explain, but it's just not as appealing as 16 bit 2d graphics, it doesn't seem to me to have the same "personality" or "charisma".
PS:
Unedited 2d sprites based on 3d models are the worst thing ever.
 

D.Lo

Member
'32-bit' itself offered little over 16 bit sprites, 32 bit consoles were just more powerful hardware with more RAM.

We've got Street Fighter Alpha/Marvel sprites listed here, they are native to the CPS2 which is a Motorola 68000 - same as the Mega Drive, Neo Geo and Amiga.

Heck, looking at that period 16-bit was often literally better for 2D, as 16-bit instructions allowed better code density than 32-bit instructions, because on board memory was the usual bottleneck.
 

jufonuk

not tag worthy
so much Nostalgia :), loved the 16/32 bit error for sprite games.

they do look timeless and they have such charm. (well I think so anyway)

Retro Goodness overload lol
 
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