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/vr/ - Retro Games


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File: 65 KB, 638x458, badspritework.jpg [View same] [iqdb] [saucenao] [google]
1571036 No.1571036 [Reply] [Original]

Has there ever been a "bad spritework" thread here? I've seen good spritework threads, but never ones with bad spritework. Take a look at those creatures in the background of this pic. Some look human, others do not.

>> No.1571057 [SPOILER] 
File: 56 KB, 724x585, 1398437737414.jpg [View same] [iqdb] [saucenao] [google]
1571057

I see what you mean.

>> No.1571067

>>1571036
A lot of things that are in SF2: World Warrior look awful. If it's not a playable character, it just might look like crap.

>> No.1571070
File: 68 KB, 444x1117, PokemonGreenSheet1.gif [View same] [iqdb] [saucenao] [google]
1571070

Many sprites in Pokemon Green look like shit.

>> No.1571075

>>1571070
A lot of Pokemon look awful in our versions of te game, honestly.

Still better than Red/Green, which just emphasizes how shit those two games looked.

>> No.1571098

>>1571070
You mean Red and Green, the original Japanese releases. The international release is based on Blue, and only some of its sprites could be considered an actuall improvement.

>> No.1571103
File: 230 KB, 1047x493, Morticia.png [View same] [iqdb] [saucenao] [google]
1571103

Sure it's NES, but come on holy shit this is terrible.

>> No.1571108

>>1571103
The entire game was just pure bullshit.

>> No.1571109

>>1571057
Is that a giant cactus?

>> No.1571113

>>1571036
>Take a look at those creatures in the background

Looking at the floor was enough actually. Are they standing on ice? Even for ice it's pretty shit.

>> No.1571123
File: 51 KB, 398x694, BahamutLagoon.png [View same] [iqdb] [saucenao] [google]
1571123

rawr, I'm a dragon

>> No.1571131 [DELETED] 
File: 5 KB, 167x181, Hidon.png [View same] [iqdb] [saucenao] [google]
1571131

>>1571123
That's less bad spritework and more the result of sprite artist trying to make heads and tails out of Bahamut Lagoon's concept art.

Same goes for Final Fantasy 6 were some monsters are borderline Rorschach tests.

>> No.1571136
File: 53 KB, 256x224, Bahamut Lagoon (J) [T+Eng1.3-Copier_DeJap]_00011.png [View same] [iqdb] [saucenao] [google]
1571136

>>1571123
>Not posting this

What the FUCK happened to my dragon? Why does he look retarded now?

>> No.1571139
File: 12 KB, 510x446, robodemons_gameplay_6.png [View same] [iqdb] [saucenao] [google]
1571139

Robodemons for the NES

>> No.1571143

>>1571131
That's because they're creative. Since Hidon for example doesn't really fit too well into any predefined body plans we're familiar with, it's hard to make out what is going on without some closer attention.

>> No.1571145
File: 5 KB, 167x181, Hidon.png [View same] [iqdb] [saucenao] [google]
1571145

>>1571123
That's less bad spritework and more the result of sprite artists trying to make heads or tails out of Bahamut Lagoon's concept art.

Same goes for Final Fantasy 6 where some monsters are borderline Rorschach tests.

>> No.1571152

>>1571139
okay, now THIS is truly bad

>> No.1571159

>>1571139
I can't wait to hear what all that mess sounds like.

>> No.1571186
File: 163 KB, 1152x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
1571186

>>1571139
You know, it kinda reminds me of the first level of the second episode of Cosmo's Cosmic Adventure.
While the sprite work is leagues above it, the screen is so cluttered with details that it's hard to make out what is a platform and what is background.
Combined with the choppy scrolling and movement and the level is harder than it should've been.

>> No.1571195
File: 10 KB, 256x237, 95352-burai-hachigyoku-no-yushi-densetsu-snes-screenshot-visiting.gif [View same] [iqdb] [saucenao] [google]
1571195

Burai - Hachigyoku no Yuushi Densetsu
a 1993 game for SNES (which was a port of a 1991 game, though)

>> No.1571210
File: 157 KB, 1280x800, xargon_3_big.jpg [View same] [iqdb] [saucenao] [google]
1571210

Xargon, while actually looking pretty nice, had its fair share of indistinguishable shit, starting right at the episode screen.
To this day I have no clue what the images for episode 1 and 3 are supposed to be.

>> No.1571214
File: 5 KB, 424x332, day20_2.png [View same] [iqdb] [saucenao] [google]
1571214

>>1571210
Or this enemy here.

>> No.1571242

>>1571210
1 is definitely a half unseen/incorporeal/dissolving face with some kind of weird energies going on around it.

I can't tell what 3 is. A house in a moonlit forest with foreboding eyes imposed on it? A beret-wearing French gimp? I don't know. I'm leaning heavily towards the house. Maybe it makes some kind of sense in the context of the game?

>> No.1571247

>>1571186
That game. Cosmo?

>> No.1571253
File: 26 KB, 291x292, 1398442746662.jpg [View same] [iqdb] [saucenao] [google]
1571253

>>1571210
>>1571242
1 and 3 are faces, 3 is a Viet Cong caricature robot with a beret styled after Frieza's final form headpiece.

My biggest question is what the fuck number 4 is...

>> No.1571326

>>1571253
a blue, stylized, upside down turd

>> No.1571338
File: 10 KB, 513x265, xargon2.png [View same] [iqdb] [saucenao] [google]
1571338

>>1571242
>Maybe it makes some kind of sense in the context of the game?

As far as I remember it doesn't.
The titular antagonist Xargon is a giant dragon/skull face and the robots in the game are wearing knight helmets.

>> No.1571348

>>1571253
A crossover episode in which you try to escape from the torment of a shitty East Asian bootleg of AM.

>> No.1571361

Terrible spritework?

The Wolfenstein 3D Spear of Destiny expansion packs.

>> No.1571373
File: 10 KB, 320x200, isleofthedead-1.png [View same] [iqdb] [saucenao] [google]
1571373

>>1571361
Speaking of FPS games:
fucking Isle of the Dead

>> No.1571405
File: 4 KB, 256x256, Atma.png [View same] [iqdb] [saucenao] [google]
1571405

>>1571145
The background of the area you fight him in makes it really fucking hard to tell what's going on with Ultima/Atma weapon

>> No.1571412

>>1571036
backgrounds are not sprites lel. unless you are talking about the bosses on fantasy zone for the master system

>> No.1571419
File: 11 KB, 306x256, franko-10.png [View same] [iqdb] [saucenao] [google]
1571419

good ol' Franko - The Crazy Revenge

>> No.1571429

>>1571159

Oh boy, are you in for a treat. The sample sound they used for when the player character dies is so bad it's funny.

>> No.1571430 [DELETED] 

inb4 pokémon gen I sprites

>> No.1571432

>>1571139
It's like Space Funeral.

>> No.1571436

>>1571430
Did you even read the thread?
>>1571070
>>1571075
>>1571098

>> No.1571437

>>1571419
This game really needed more polish.

>> No.1571637
File: 14 KB, 320x190, Top_Banana_(Amiga)_06.png [View same] [iqdb] [saucenao] [google]
1571637

Ladies and gentlemen, I present to you... Top Banana.

It's okay to be afraid.

>> No.1571683

>>1571210
2 looks like a red mountainscape with a lot of crazy shit going on in the sky behind it

>> No.1571686

>>1571338
It seems like Xargon is exactly what modern games need a taste of: insane surrealism

>> No.1571714
File: 34 KB, 344x517, 136478220350.png [View same] [iqdb] [saucenao] [google]
1571714

>>1571437

>> No.1572649

>>1571070
Pokemon in general had pretty awful spritework with 2-3 frames of animation everywhere. It was acceptable in the GB era, but as soon as you got out of retro games, you had to face shit like Battle Network (and that doesn't even cover how it got WORSE going from gen 3 to 4, making most of the sprites unmoving undetailed blobs with 5 pixels of leg that move.

>> No.1572675

>>1572649
Hell, this was true as of 5th gen, where some of the animations were like crude flash animations. Didn't help that the main gameplay also ran below 60FPS, and it didn't help that BW/BW2 had some of the fucking worst 3D art of all time. Too much gray and black everywhere, it looked like a PS1 game.

X/Y is a step in the right direction, but even then it's like a PS2 port of a Dreamcast game.

>> No.1572849

Spiritual Warfare?

>>1572675
Given the 3DS's power relative to the PS2 (see Tales of the Abyss, Snake Eater), that's pretty good though

>> No.1572891

>>1572849
>MGS3D a good example of the 3DS

Pffffft. It was an example in how well Konami could sabotage their own sales.

>> No.1572924

>>1571186

Holy shit, that level. What an absolute clusterfuck. Good thing that's really the only example of such a level in the series.

>> No.1572969
File: 17 KB, 320x192, topbanana-4.png [View same] [iqdb] [saucenao] [google]
1572969

>>1571637
I was about to ask if the backrgound pattern stays that same throughout but it only gets worse from what I've seen.

Actually from your image I thought it was a top down maze-like game but it's a 2D platformer.

It just hurts my eyes.

>> No.1573272
File: 21 KB, 490x435, where.gif [View same] [iqdb] [saucenao] [google]
1573272

the legendary kusoge Hoshi wo Miru Hito

>> No.1573291
File: 2 KB, 256x224, 2068M.png [View same] [iqdb] [saucenao] [google]
1573291

Just this whole game.

>> No.1573297

>>1571437
Its already polish
:D

>> No.1573303

>>1572969
At least it looks intentional.

>> No.1573330
File: 3 KB, 320x200, 138077-heroes-the-sanguine-seven-dos-screenshot-the-flying-squirrel.png [View same] [iqdb] [saucenao] [google]
1573330

I thought that "Heros: The Sanguine Seven" looked fucking terrible, even by 1993 shareware standards.

>> No.1573447
File: 58 KB, 460x345, the-early-years-of-id-software-20080923030734742.jpg [View same] [iqdb] [saucenao] [google]
1573447

>>1571195
Personally I think that looks pretty cool. It almost looks like 3D polygons in the thumbnail.

>>1571373
Lol... is that Duke Nukem?

>>1572969
The fuck...

I'll add John Carmack's Catacomb. You should see it in motion.

>> No.1573478
File: 84 KB, 641x382, mega-man-dos-stage-select.jpg [View same] [iqdb] [saucenao] [google]
1573478

>> No.1573516

>>1573447
Carmack made that? Geez hard to believe that unreal came from the same guy. Goes to show hard work pays off.

>> No.1573523

>>1573516
Carmack was id
Unreal was by Epic Megagames

>> No.1573526

>>1573523
No offense, but I think you are mistaken, my friend

>> No.1573537
File: 188 KB, 284x931, unreal wiki.png [View same] [iqdb] [saucenao] [google]
1573537

>>1573526

...yeah, no

>> No.1573560 [DELETED] 

>>1573537
trolled! XD

>> No.1573561

>>1573272
This is literally killing my eyes, well job.

>> No.1573590

>>1573303
Perhaps. It does seem like they were going for the bizarre/odd look so I guess they succeeded.

It doesn't look as confusing in motion except on the black and white level and the pink one at the end.

https://www.youtube.com/watch?v=5k4CFYiBrPE

>> No.1573601
File: 21 KB, 380x405, 139569623423.jpg [View same] [iqdb] [saucenao] [google]
1573601

>mfw even horrible spritework from the 90s still looks better than any tryhard 2d indie game of today

>> No.1573617

>>1573526
how retarded can you be?

>> No.1573621

>>1573601

>professional team supposedly at the forefront of their era

>usually one man/hobbyist team making something that is usually purposefully retrospective or minimal

There's a bit of a difference between a free download - plus maybe a couple of dollars to a full price game.

>> No.1573623
File: 6 KB, 320x224, toki-genesis.png [View same] [iqdb] [saucenao] [google]
1573623

>>1571036

The Genesis version of Toki has atrocious sprites.

>> No.1573653

>>1571070
Some of those sprites are so much better than the Blue ones it's not real.

Just look at that fucking Abra, man. And Pidgey looks like a Pidgey instead of just a random generic bird. And a few of the pokemon (Mewtwo, Electabuzz, Blastoise, Gyarados) are actually doing their Sugimori artwork pose instead of whatever the hell they're doing in the Blue sprites. Damn shame they didn't release one version with JP Red/Green sprites and the other with the Blue sprites.

>> No.1573709

I'm impressed this thread isn't 200+ images from Action 52

>> No.1573715
File: 455 KB, 612x528, LawnGBMmess-612x528[1].png [View same] [iqdb] [saucenao] [google]
1573715

Lawnmower man.

>> No.1574063

>>1573715
That looks like a hacked version of bionic commando.

>> No.1574171
File: 4 KB, 50x98, bad008.gif [View same] [iqdb] [saucenao] [google]
1574171

This thug on Jaleco's "64th Street" always make me laugh

>> No.1576529
File: 17 KB, 240x224, ddarc2.gif [View same] [iqdb] [saucenao] [google]
1576529

How do you go from this...

>> No.1576532
File: 5 KB, 432x88, ddragonmdmarian.png [View same] [iqdb] [saucenao] [google]
1576532

>>1576529
...to this?

>> No.1576557
File: 150 KB, 509x370, Bi3XIKqCIAAHcCu.png [View same] [iqdb] [saucenao] [google]
1576557

>>1573601
idk some indie devs know their shit

>> No.1576569

>>1576532
You gay or something?

>> No.1576576

>>1576569
Dude, not even the guy who posted that, but she looks like a dude in the second one.

>> No.1576584

>>1576557
Pretty sure that's a mockup and not ingame.
More likely done by a pixel artist than an actual indie developer.

>> No.1576585

>>1576584
alright shut up now
http://www.konjak.org/

>> No.1576595

>>1576532

Holt shit, they turned her into a tranny. "Double" Dragon, indeed.

>> No.1576598 [DELETED] 

>>1576585
Too bad this guy's been working on iconoclasts for like ten years and he only ever finished two extremely short games.

>> No.1579357
File: 13 KB, 296x208, Arcade - Double Dragon II - The Revenge - Marian.png [View same] [iqdb] [saucenao] [google]
1579357

>>1576569
>You gay or something?
Nope, I just don't like butterfaces. Here's how Marian is supposed to look like. Yes, I know it's actually a sprite sheet from Double Dragon II, but I couldn't find a one from the first game (only the face and palette are different anyway). Either way, both arcade renditions of Marian were way hotter than the thing that is supposed to be her in the Genesis version.

>> No.1579685
File: 2.92 MB, 199x247, 1378616254301.gif [View same] [iqdb] [saucenao] [google]
1579685

>>1576598
only 3, though I guess that's why you deleted
also noitu love/2 are as long as they should be, I think. It would have probably become tedious if it kept on going. And they're damned fast games, which naturally fit a short total length.
and there's LoP
but anyways they're great
sage for irrelevant, announced for acknowledgement, declared for status

>> No.1580187
File: 23 KB, 320x200, 327805-human-killing-machine-atari-st-screenshot-the-dog-is-a-bit.png [View same] [iqdb] [saucenao] [google]
1580187

Human Killing Machine.
What's interesting about it is that all the sprites for each character had to fit on one screen.
The final boss was way larger than the other fighters which meant that he only had like 6 different animation frames.

>> No.1582070

>>1571145

It's Amano, what do you expect?

>> No.1582107

>>1576557
>>1576584
not that anon
i dont know. don't really care.
that shit is GLORIOUS

>> No.1582107,1 [INTERNAL] 

This Thread is full of autism and fail