Gamers fucking hated 2D games in the N64 era. Read the Nintendo Power hate letters to the editor from when Mischief Makers released.
I was actually pleased with 2D games of that era since the higher 320x240 resolution looked a bit sharper and more detailed, coupled with their higher color bit depth. Lunar SSC for example looked richer than any SNES JRPG.It was insane how quickly 2D became "old and outdated" when that generation rolled around. People forget that even Mario abandoned 2D for quite awhile.
Also that one with Sub-Zero.
Wasn't the prohibition of sprite-based games by Nintendo one of the reasons for third-parties to jump out their ship and look for potential opportunities in PlayStation due to the exaggerately raised cost of production and so? I don't remember where did I read it though, but it goes in line with Yamauchi's ego and mentality at that time...
Baku Bomberman -> Bomberman 64
Baku Bomberman 2 -> Bomberman 64: The Second Attack
Bomberman Hero -> Bomberman Hero
Bomberman 64 -> Never released
what
![]()
I love every N64 Bomberman game. I have a moral obligation to play this now.
What about Harvest Moon 64?
You would probably like Bomberman Fight!! on the Sega Saturn more.
Mischief Makers is a sprite based game, it uses pre-rendered sprites but it is still sprites.
Now if the OP is asking about hand-drawn sprites like NES/SNES stuff, then no, there were only a handful. Bangai-o is one of those.
Paper Mario uses polygons, but the textures are made to look like sprites. Did you know what other game uses polygons but it looks like a "sprite" game? Symphony of the Night.
Well it was their first 3D system, I'm sure they wanted 3D games on it rather than 2D. They may have had a rule or weird regulations against it. IIRC Sony didn't like 2D games either and requested 3D instead. I forget which game this affected though.
There were a few that used sprites, but it was rare.
Wonder Project J2.
People saying Yoshi's Story, Mischief Makers, Paper Mario etc. have their terminology messed up. The OP is obviously referring to sprite art as in in the style of hand-drawn pixel-accurate 2D images like you'd get on the CPS2, Neo Geo, or CPS3 arcade boards. Which going by that qualification, kind of even disqualifies my suggestion xD.
Gamers fucking hated 2D games in the N64 era. Read the Nintendo Power hate letters to the editor from when Mischief Makers released.
It was a 3D game, but Mega Man Battle & Chase didn't come out in America because Sony didn't think it looked good enough. At least that's the story I heard.
Wasn't the prohibition of sprite-based games by Nintendo one of the reasons for third-parties to jump out their ship and look for potential opportunities in PlayStation due to the exaggerately raised cost of production and so? I don't remember where did I read it though, but it goes in line with Yamauchi's ego and mentality at that time...
I think that Sony E3 2015 was more than fans reacting, it was people that never played the legacy games and probably won't play the future games that were shocked because they know what those games mean for people, several times those games were talked among the press and rumors of them finally making it were debunked lots of times. So it was shocking for everyone even if they're not interested.
With Nintendo is different because their games are always their games and only fans will react to them, people outside Nintendo knows that Metroid is always there and F-Zero or any of their franchises even when is not true. People know that those games are a possibility, it would be great but I don't think It'll break the internet. In fact I don't think anyone can repeat the same shock for a good while.
Unless Nintendo shows Zelda + Red Dead Redemption 2 + Half Life 3. Then you have a megaton conference.
I can't think of one. I can think of tons for the PS1 though... Was there a particular reason that sprite based games didn't work on it?
Was Starcraft 64 sprites?
Didn't Nintendo and Sony pressured developers not to make 2D games as they were trying to push 3D?
Wasn't the prohibition of sprite-based games by Nintendo one of the reasons for third-parties to jump out their ship and look for potential opportunities in PlayStation due to the exaggerately raised cost of production and so? I don't remember where did I read it though, but it goes in line with Yamauchi's ego and mentality at that time...
Puyo Puyo SUN, the third game of the Puyo Puyo series. They're versus puzzle games; the first game had come over here in altered forms as Dr Robotnik's Mean Bean Machine or as Kirby's Avalanche depending on the system. They're spinoffs of an obscure RPG series of all things.
Akihiko Mori <3
That would be funny considering Nintendo themselves put out a bunch of 2D games, no?![]()
The dude is right. It is pre rendered sprites, but there is depth and 3D shit at play with the environments and shit. 2D pre rendered sprites and backgrounds all thrown together in 3DI don't know Mischief Makers looks a lot like pre-rendered sprites to me.
I remember reading rumors of X-Men vs Street Fighter for N64. Would almost been worth putting up with that controller versus the abomination we got on the PS1.
What about Harvest Moon 64?
The dude is right. It is pre rendered sprites, but there is depth and 3D shit at play with the environments and shit. 2D pre rendered sprites and backgrounds all thrown together in 3D
Mischief Makers was a mixture of 2D and 3D for the environments. But the sprites were all 2D. Take a look at the first level: https://youtu.be/UIS0t0fHC6A?t=184, which was mostly made up of 2D sprites and 2D background objects. But later levels did use polygon environments. Though I think the 2D was done with 2D bitmaps on billboarded polygons.
* Sprite
A sprite is a textured rectangle, defined as a rectangle with coordinates
on a texture page. Like the rectangle is drawn much faster than the polygon
equivalent. No gouroud shading possible.
Note: Even though the primitive is called a sprite, it has nothing in
common with the traditional sprite, other than that it's a rectangular
piece of graphics. Unlike the psx sprite, the traditional sprite is NOT
drawn to the bitmap, but gets sent to the screen instead of the actual
graphics data at that location at display time.
Bust A Move 2: Arcade Edition and whatever other Puzzle Bobble games that came out on it. Doom and Hexen too I guess
Overwhelming feelings to play some StarCraft 64 right nowMost definitely.
![]()
Dem are some sprite-ass sprites!
That would be funny considering Nintendo themselves put out a bunch of 2D games, no?
Yea no... you read that on some fanboy forum or are having fever dream right now![]()
Again, I believe this is how all sprites were handled on the PSX and N64. E.g. see this document:
Though according to the document the GPU does distinguish between flat rectangular polygons (referred to as "rectangles" in the document) and the typical polygons used to render 3D objects.
Doom N64 version was re-designed to use polygons.
Though Duke Nukem looks as if it uses the original sprite based 2.5D engine.
No, it was more b/c the Saturn version was completely unoptimized for the hardware. It could handle a game like SOTN no problem if it was tailored for the system's quad poly rendering capabilities.That's apparently why the Saturn version was crap.
I'm still not sure how true this is b/c every generation after has shown that people are perfectly okay with doing that for 3D games. Hell, just look at the PS4K/XBO.5 threadsThey didn't put out a lot of 2D games on the N64 though. There were a few token 2D games like Yoshi's Story, but they were firmly focused on delivering 3D titles on the N64. That didn't mean they weren't against making 2D games, you also have to remember that they still had the SNES on the market during the same period and focused their 2D efforts of the final years of the SNES. They also were still actively making games for the Game Boy and the later Game Boy Color which was released in 1998. But on the N64, they really wanted to separate it from the SNES and push it as a "next gen" system to the mass market. And 2D titles were not games that the general public were craving for on the new 32bit and 64bit machines. People didn't want to buy a PS1/ Saturn or N64 to play the type of games that they could get on the older 16bit machines but with a shinier coat of paint.
I think Sony pushed the 3D agenda harder than any other company in the Western territories. They really wanted to solidify the PSX as the de facto next-gen console by delivering games that couldn't be done on previous generation machines.
Sega of Japan on the other hand was OK with 2D games on their machine, but Sega of America really was reluctant to push the Saturn as a 2D machine in the US (I don't know about Europe). From Sega of America's point of view, 2D was not something that was going to make Saturns fly off the shelves in the US market, and they tried to push 3D too. SOA did try to get Sonic into 3D and wanted it to be released the same year as Mario 64 so they could compete with Nintendo again. That was a disaster for them. Sega of America totally passed on the 1-4 MEG RAM carts and all the 2D games that were attached to it.
The whole point of the Yoshi's Story project was to show the industry at the time that 2D sprite games could still be made on the N64. Also I'm not sure why that poster is harping on pre-rendered vs hand drawn sprites. They are exactly the same. The method you used to put the pixels on your bitmap file doesn't change anything.
I'm still not sure how true this is b/c every generation after has shown that people are perfectly okay with doing that for 3D games. Hell, just look at the PS4K/XBO.5 threads![]()
I think it was much truer back then than now though. Especially since the market was flooded with three generations worth of 2D games and people were interested in looking for something new to justify the purchases of those next generation machines.
I even have to question Sony's strategy for the PS4K. Will the general public notice the difference between it and the PS4? Most people that I know, can't even tell the difference between a Xbox One and PS4 game even if they are told one machine is better.
No, it was more b/c the Saturn version was completely unoptimized for the hardware. It could handle a game like SOTN no problem if it was tailored for the system's quad poly rendering capabilities.
I'm still not sure how true this is b/c every generation after has shown that people are perfectly okay with doing that for 3D games. Hell, just look at the PS4K/XBO.5 threads
You must be referring to me, and I've already clarified why I made the distinction. It's kind of important, b/c just like how not all 3D games look the same, not all 2D games look the same either. There are different 3D rendering techniques, and the same goes for 2D. Hardware has to be built differently to handle 2D rendering in the way a CPS2 board would do it vs. how say the N64 or PS1 did.
There's evident proof of that in the gen. Why do you think PS1 ports of Capcom games had so many cut frames of animation? There are compression techniques you can do w/ 3D models transformed into 2D sprites that you can't do with pixel-accurate 2D art natively without causing problems. That's why (in addition to memory setups) those games had cuts on PS1, usually. There were real reasons why people questioned if N64 could do 2D sprite games in "that way" because "that way" was and still is seen as the more technically demanding 2D rendering style.
None of the 2D games present on N64 (aside from maybe Bangai-O) were able to prove that the system could run something like Marvel vs Capcom, Darkstalkers 3 or KoF '97 at adequate smoothness and speed. The system was built w/ 3D in mind but its 2D setup was even less efficient than PS1, let alone Saturn, and I don't see why this is debatable all of the sudden when it's been commonly accepted as truth for over a decade.
Just so I understand you, say a console (ie: SNES) can handle a sprite of 30 pixel per 30 pixels with 16bit colors (I'm just throwing random constraints here). You say there's a rendering difference for the console to render that sprite if I place each pixels per hand on the 30x30 grid or simply take a picture of a 3d model and that picture is 30x30 with 16bit colors? Your examples seems to allude more about the memory limit (numbers of frames on the sheet x color depth x resolution) from porting games from a console to another than pre-rendered sprites vs handdrawn.
Correct me if erong but every 2D games on PS1 and N64 used flat polygons on which sprites were drawn as they were textures.Paper Mario uses polygons, but the textures are made to look like sprites. Did you know what other game uses polygons but it looks like a "sprite" game? Symphony of the Night.
Just SCEA , Sony Japan had no problem with 2D games on PS1 and they ended up getting a lot more.
That wasn't on N64.Batman Returns
You must be referring to me, and I've already clarified why I made the distinction. It's kind of important, b/c just like how not all 3D games look the same, not all 2D games look the same either. There are different 3D rendering techniques, and the same goes for 2D. Hardware has to be built differently to handle 2D rendering in the way a CPS2 board would do it vs. how say the N64 or PS1 did.
There's evident proof of that in the gen. Why do you think PS1 ports of Capcom games had so many cut frames of animation? There are compression techniques you can do w/ 3D models transformed into 2D sprites that you can't do with pixel-accurate 2D art natively without causing problems. That's why (in addition to memory setups) those games had cuts on PS1, usually. There were real reasons why people questioned if N64 could do 2D sprite games in "that way" because "that way" was and still is seen as the more technically demanding 2D rendering style.
None of the 2D games present on N64 (aside from maybe Bangai-O) were able to prove that the system could run something like Marvel vs Capcom, Darkstalkers 3 or KoF '97 at adequate smoothness and speed. The system was built w/ 3D in mind but its 2D setup was even less efficient than PS1, let alone Saturn, and I don't see why this is debatable all of the sudden when it's been commonly accepted as truth for over a decade.
No, it was more b/c the Saturn version was completely unoptimized for the hardware. It could handle a game like SOTN no problem if it was tailored for the system's quad poly rendering capabilities.
Gamers fucking hated 2D games in the N64 era. Read the Nintendo Power hate letters to the editor from when Mischief Makers released.