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Cool visual effects in 16bit console games.

I always loved the lone scrolling effects and pseudo 3D floorboards in Donkey Kong Country 2:

378riRx.gif
 

kinn

Member
All the cool effects have already been mentioned.

I always liked the effect games where the boss is about to die and starts rapidly flashing red etc. Happens loads in shooters. And secret of mana had something similar when the boss dies.

I can stare at some of those GIFs all day.

Here's one from Probotector (aka Contra: Hard Corps) that simultaneously looks awesome and hilarious:

probotector2.gif

Theres one similar in Gunstar Heroes near the end. takes various forms made of spheres and turns into a massive figure running around.
 

nkarafo

Member
Thanks for posting this.

There were quite a few games using this "cylinder tower effect", Dynamite Headdy also had one stage like that. However, the effect is pretty old as it goes back to 8bit generation, there was a popular C64 game had this effect as it's main theme, i don't remember it's name though.

Edit: It was Nebulus

nebulus1.jpg



And that's the level i was talking about in Dynamite Headdy

hqdefault.jpg



I think the Mickey Mouse one is the best looking though.
 

blu

Wants the largest console games publisher to avoid Nintendo's platforms.
The marketing said it had a medium endian cpu with 24bit registers and a giga spec instructions. Why would they lie?
The heck is a 'medium endian' cpu?

68000 is a 32-bit big-endian CPU with a 16-bit external data bus (8-bit in the 68EC000), just like 8088 is a 16-bit CPU with a external 8-bit bus. The 68000 was so ahead of its time (or 8086 was so mediocre for its time, depending on viewpoint) that it is used to this day for microcontroller purposes (Freescale/NXP ColdFire).
 
Thanks for posting this.

There were quite a few games using this "cylinder tower effect", Dynamite Headdy also had one stage like that. However, the effect is pretty old as it goes back to 8bit generation, there was a popular C64 game had this effect as it's main theme, i don't remember it's name though.

Edit: It was Nebulus

nebulus1.jpg



And that's the level i was talking about in Dynamite Headdy

hqdefault.jpg


I think the Mickey Mouse one is the best looking though.



Yeah this isn't exactly an original trick, a lot of games used it in the past from the 8-16bit era and arcade. Battletoads even had something like it. But Timeless Adventures of Mikey Mouse has one of the smoothest implementations I've seen of it.
 

Opa-Pa

Member
I always loved the lone scrolling effects and pseudo 3D floorboards in Donkey Kong Country 2:

378riRx.gif
I replayed this recently on my n3DS and having the screen close to me I noticed this for the first time and it has to be the most convincing pseudu 3D effect I've ever seen in a game from that era. Like I even googled it but didn't find anything mentioning it and it was bugging me until now.

That and the water. So good.
 

Celine

Member
The T. rex chase level in The Lost World for the Genesis.

https://youtu.be/VPzKP8zubs0?t=6815
Holyshit, fist time I see this.
Mighty impressive.

Pretty much everything in Red Zone, but especially the intro.

https://youtu.be/FZKsQ09qOk4?t=23
100% true.

Tales of Phantasia is probably the best looking RPG in the 16 bit era. Shadows cast over the environment as well as light sources creating shadows on characters with water having reflections and effects.

53196-tales-of-phantasia-snes-screenshot-nice-shadows.gif
I disagree that's the best looking (something like Chrono Trigger and Super Mario RPG are superior IMO) but the shadows in ToP were indeed impressive.
Back in the day to do a shadow trick you usually darken the palette of the sprites however in this case the darkening are in real time that is only half the sprite might be darkened.
 

Tizoc

Member
One thing I think a lot of people never notice is that Meaman X2's bosses have more some really nice animations if damaged by their weakness among other things.
 
torchlighttrouble-animatedscreenshots-tumblr.gif

Ah, i remember loving this particular effect.

Everytime the parrot changed direction the screen would flash as the flashlight was momentarily in your face.

I remember hearing that they removed this flash effect in the VC version or something?

Thank god for that too, my friend got a crippling migraine from that shit as a kid too. What the fuck where they thinking?
 

Celine

Member
I swear ActRaiser 2 is one of the better looking 16 bit game ever.
The art is downright beautiful:
http://i.imgur.com/MzLWAwg.gif

Terranigma underworld map:
Terranigma-Opening.gif


Rendering Ranger R2:
http://i.imgur.com/ur8CJGR.gif

Super Turrican 2:
http://i.imgur.com/At0qalQ.gif

Warp sequences in Super Dropzone were cool looking:

gYmv2VBM6g7OE.gif


https://www.youtube.com/watch?v=6MBhVJ6iAik

Adventure of Batman and Robin was amazing looking on Mega Drive but the SNES version by Konami also had cool tricks:

ykyUqFQdIcVR6.gif


Kirby's Dreamland 3 employs Hi res mode to double the horizontal pixels so to use dithering and give the game a translucent look and transparencies in the foreground:

latest


Metamor Jupiter (PC Engine) has some cool tunnel sequence:
http://i.imgur.com/ZiaFGos.gif

EDIT:
I've just put the link of the IMGUR gifs because they were too big (> 10MB).
 

Celine

Member
Too bad it came at the cost of all the fun.
I don't think the graphics influenced the level design.
The problem with ActRaiser 2 is that in many spots (even in the first stage) it's clear the designers wanted to fuck over the player by putting obstacles/enemies to annoy the experience (make it tougher that it should be by employing "cheap" level design).
The protagonist moveset is pretty good and if can coup with the bullshit above you'll find a quite good game IMO.

24 bit power
Why you put the castrated vesion from Neo Geo Cd of that LB2 background is beyond me.
The background in the firing house will distort in the original Neo Geo version.
 

dadjumper

Member
Thanks for posting this.

There were quite a few games using this "cylinder tower effect", Dynamite Headdy also had one stage like that. However, the effect is pretty old as it goes back to 8bit generation, there was a popular C64 game had this effect as it's main theme, i don't remember it's name though.

Edit: It was Nebulus

nebulus1.jpg



And that's the level i was talking about in Dynamite Headdy

hqdefault.jpg



I think the Mickey Mouse one is the best looking though.
Kirby's Adventure on the NES/Famicom did this too, and it was really neat there as well!
Kirby_s_Adventure_Level_3_Butter_Building_NES.gif

(only gif I could find is at the wrong aspect ratio :/)
 

2+2=5

The Amiga Brotherhood
Technically the amiga isn't a console but whatever, the warp sections of Stardust 1&2(especially 2) are incredibly awesome even today, too bad they are missing in modern stardust games :(

TkWtN.png


To see the effect in movement you have to see this video(so you can also appreciate the ultra pumping music ;) ), no gifs sadly
https://www.youtube.com/watch?v=xzK2jnmY_JY

Wait now that i think about it i really loved the loading music! You can hear it here:
https://www.youtube.com/watch?v=YWDXk7G2_NM
 

lazygecko

Member
Kirby's Adventure on the NES/Famicom did this too, and it was really neat there as well!
Kirby_s_Adventure_Level_3_Butter_Building_NES.gif

(only gif I could find is at the wrong aspect ratio :/)

It's a simple effect, really. All you need are a handful of animated tiles for the edges and center and then just repeat them a lot.

The most impressive thing about the Mickey Mouse one is probably the 3D-looking wooden platforms with super smooth seamless rotation.
 

nkarafo

Member
Always makes me say wow, it was truly spectacular when it released, a graphical showcase like few others. Almost makes me want to buy the new PS4 game just to get the Amiga original.
Yeah but it was only a scrolling Demo with no level design, nothing going on in the "active" layer, no structures to climb or to jump on, no gaps, no verticality, etc. The rest of the game does have some level design but it looks nowhere near as impressive as far as i know.
 
What vertical parallax trick? The water? I remember sonic having similar water (and being impressed with it too). Not sure if it was Sonic 3 or Sonic and Knuckles

Look at the platform in the background. There's a pseduo 3d effect as Diddy and Dixie move up and down.
 

ghibli99

Member
R-Type 3 has so many, just in the first level, including a ton of rotation, scaling, convincing 3D-like hexagonal rotation, and this one, zooming out from your ship's core and into gameplay:

tumblr_inline_ns3kgdil4D1r2gkqp_500.gif
 

Lkr

Member
sin, the mathematical function. You feed it a value, and it gives you a value in return, that swings from -1 to 1 to back to -1 and so forth infinitely. Example:
Sin(1) = 0.8414709848
Sin(2) = 0.90929742682
Sin(3) = 0.14112000806
Sin(4) = -0.7568024953
Sin(5) = -0.95892427466
Sin(6) = -0.27941549819
Sin(7) = 0.65698659871
Sin(8) = 0.98935824662
Sin(9) = 0.41211848524
and so forth

This is because Sin is the Y height of a circle as you trace around the circle (where Cos is the X value... or I might have Y and X mixed up, doesn't really matter) like so:

Mz0Ub96.gif


This calculation cannot be done in the m68k processor of the genesis quickly enough (this is why Yoshi's Island uses a math co-processor for rotation of sprites) so, to fake it, they precalculated out Sin according to 255 radians (approximately a circle), and used the current value of Sin(X) as the offset for the pixels being drawn. So Row 1, at the top of the screen, is offset by Sin(1) which means they shift over a value similar to 0.8414709848 , while row 2 is offset by Sin(2) which means they shift over a value similar to 0.90929742682 and so forth. In actuality, to animate the rolling background, the value of the current row is also added to a figure that counts up as time goes forward, so the starting offset changes each frame.

Because of the way a unit circle works, you can get the values on the opposite side of the circle by negating the value of Sin. So, rather than store all the values of Sin from 0-255, they only stored 1/4 of the values and just multiply by negatives (which the genesis CPU can do quickly) to arrive at the correct values while only using 1/4 the rom space.

this is pretty interesting, reminds me of those early level CS classes and university level calculus where they didn't let us use anything with any type of processing power in the modern sense lol
 

choco-fish

Member
Technically the amiga isn't a console but whatever, the warp sections of Stardust 1&2(especially 2) are incredibly awesome even today, too bad they are missing in modern stardust games :(

TkWtN.png


To see the effect in movement you have to see this video(so you can also appreciate the ultra pumping music ;) ), no gifs sadly
https://www.youtube.com/watch?v=xzK2jnmY_JY

Wait now that i think about it i really loved the loading music! You can hear it here:
https://www.youtube.com/watch?v=YWDXk7G2_NM

Came to post this but couldn't find any gifs of the warp tunnels, very impressive at the time, I'd argue the A500 was equivalent to a 16bit consoles of the time.
 

Krejlooc

Banned
Came to post this but couldn't find any gifs of the warp tunnels, very impressive at the time, I'd argue the A500 was equivalent to a 16bit consoles of the time.

There were no 16-bit consoles when the Amiga released. The Amiga released in 1985. It was so far beyond the competition.

But yes, it uses the same CPU as the Sega Genesis.
 
All these Yoshi Island mentions and none of them includes the best effect of all.

Touch Fuzzy get Drunk
yoshi-and-fuzzy-1-o.gif


It's in crappy gif form but it was always such a neat effect that the GBA version couldn't get right.
 

nkarafo

Member
There were no 16-bit consoles when the Amiga released. The Amiga released in 1985. It was so far beyond the competition.
Well, to be fair, you could probably buy a brand new, state of the art, 68000 based arcade motherboard with less money than what the Amiga 1000 would ask for in 1985. The amiga wasn't really an affordable games machine until 1987 with the cheaper 500 version.
 
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