Follow TV Tropes

Following

History Main / HyperactiveSprite

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/{{Cuphead}}'': Naturally, as a video game inspired by cartoons from UsefulNotes/TheGoldenAgeOfAnimation, most characters bob up and down for their idle animations.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/FridayNightFunkin'': Every character, even Boyfriend and Girlfriend, have idle animations tied to the tempo of the song. [[WebAnimation/SpookyMonth Skid and Pump]] outright ''dance'' for their idle animation.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/DragonQuest'' had sprites that were never still (except when paralysed or dead) until ''VideoGame/DragonQuestVIII'', when it went full 3D. The UsefulNotes/PlayStation2 [[VideoGameRemake remake]] of ''VideoGame/DragonQuestV'' still kept the series' traditional "move in place" animation, despite the fact that it's completely in 3D. It looks bizarre, to say the least.

to:

* ''VideoGame/DragonQuest'' had sprites that were never still (except when paralysed or dead) until ''VideoGame/DragonQuestVIII'', when it went full 3D. The UsefulNotes/PlayStation2 Platform/PlayStation2 [[VideoGameRemake remake]] of ''VideoGame/DragonQuestV'' still kept the series' traditional "move in place" animation, despite the fact that it's completely in 3D. It looks bizarre, to say the least.



** Everyone in the ''VideoGame/PokemonTradingCardGame'' UsefulNotes/GameBoy game walks in place in time to the music. The exception is the player character, but you can make even him do it if you turn to face a wall and leave him facing it.

to:

** Everyone in the ''VideoGame/PokemonTradingCardGame'' UsefulNotes/GameBoy Platform/GameBoy game walks in place in time to the music. The exception is the player character, but you can make even him do it if you turn to face a wall and leave him facing it.
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/{{Glider}} PRO'', the fish enemy swims constantly back and forth in its bowl when it's not leaping out.

to:

* In ''VideoGame/{{Glider}} PRO'', the fish enemy swims constantly back and forth in its bowl when it's not leaping out.
out. This is unlike ''Glider 4.0'', where it just sits motionless when not jumping.

Added: 728

Changed: 56

Is there an issue? Send a MessageReason:
None


* A lot of fighting games, especially in the 16 bit era. While most characters just bounce a little due to represent them in a fighting stance, there are typically some characters, (or entire games) where the movement is so stylized that it counts as this.
** Elena from ''VideoGame/StreetFighterIII'', being a [[UsefulNotes/{{Capoeira}} capoeira]] practitioner, has a full ''ginga'' movement as her idle animation.
** ''VideoGame/ArtOfFighting's'' Robert Garcia is known to employ these. He's a special example because he's had different fighting stances in almost each of his appearances. Arguably the most extreme instance comes from his appearance in ''VideoGame/NeoGeoBattleColiseum'' where he almost seems to be dancing in his idle stance.

to:

* A In general, a lot of fighting games, games feature this, especially in the 16 bit era. While most characters just bounce a little due to represent them in a fighting stance, there are typically some characters, (or entire games) where the movement is so stylized that it counts as this.
** * Elena from ''VideoGame/StreetFighterIII'', being a [[UsefulNotes/{{Capoeira}} capoeira]] practitioner, has a full ''ginga'' movement as her idle animation.
** * ''VideoGame/ArtOfFighting's'' Robert Garcia is known to employ these. He's a special example because he's had different fighting stances in almost each of his appearances. Arguably the most extreme instance comes from his appearance in ''VideoGame/NeoGeoBattleColiseum'' where he almost seems to be dancing in his idle stance.
* ''VideoGame/{{Tekken}}'':
** Lei Wulong is a ConfusionFu master, so it isn't surprising that he has the most unique fighting stance of the cast. While other characters at least remain in a stationary position, Lei will continuously walk back and forth in a zigzag pattern, so he can end up circling the opponent a full 360 degree even though nobody touches the controller.
** Capoeirista Eddy Gordo and Christie Monteiro have the ''ginga'' as their fighting stance.
** Forest Law has this in his debut (and so far, only canon) appearance, and in ''4'' and ''5'', his father Marshall Law has the same one as well. Beginning with ''6'', Marshall has an entirely different but still always-moving stance that emulates Bruce Lee's Jeet Kune Do more faithfully.
Is there an issue? Send a MessageReason:
dewicking Gainaxing


** Most characters manage to stand fairly still when idle, but the Succubus and Nekomata characters... [[{{Gainaxing}} well]], don't.

to:

** Most characters manage to stand fairly still when idle, but the Succubus and Nekomata characters... [[{{Gainaxing}} well]], well, don't.
Is there an issue? Send a MessageReason:
Disambiguation


* Some ''VideoGame/SuperMarioBros'' games, notably ''VideoGame/SuperMarioBros3'' and ''VideoGame/SuperMarioWorld'', have this on the map screen. Mario appears to walk in place. He stays perfectly still when not doing anything in-game, however. Not even an IdleAnimation. The "walking in place" animation is referenced in ''VideoGame/SuperMario3DLand'', where Mario is seen frantically running in place right before accessing the very first level out of panic over Peach being kidnapped (though he stands still after that).

to:

* Some ''VideoGame/SuperMarioBros'' ''Franchise/SuperMarioBros'' games, notably ''VideoGame/SuperMarioBros3'' and ''VideoGame/SuperMarioWorld'', have this on the map screen. Mario appears to walk in place. He stays perfectly still when not doing anything in-game, however. Not even an IdleAnimation. The "walking in place" animation is referenced in ''VideoGame/SuperMario3DLand'', where Mario is seen frantically running in place right before accessing the very first level out of panic over Peach being kidnapped (though he stands still after that).
Is there an issue? Send a MessageReason:
None


** Most characters manage to stand fairly still when idle, but the Succubus and Nekomata characters... [[JigglePhysics well]], don't.

to:

** Most characters manage to stand fairly still when idle, but the Succubus and Nekomata characters... [[JigglePhysics [[{{Gainaxing}} well]], don't.

Added: 159

Changed: 793

Is there an issue? Send a MessageReason:
Gag Boobs is when boobs are used for comedy. Also fixed Example Indentation.


* ''Franchise/{{Disgaea}}'': Most characters manage to stand fairly still when idle, but the Succubus and Nekomata characters... [[GagBoobs well]], don't.
** A more traditional example is seen with recurring OptionalBoss Pringer X, who walks in place. Asagi also does it in ''VideoGame/{{Disgaea 2|CursedMemories}}'', her sprite and animations being ripped directly from her first appearance in ''VideoGame/MakaiKingdom'', where everybody did it.
** Also of note is a bat-demon NPC in ''Disgaea 2'' who comments that he's exhausted and just wants to land already, but can't because they didn't make him any non-flying sprites.

to:

* ''Franchise/{{Disgaea}}'': ''Franchise/{{Disgaea}}'':
**
Most characters manage to stand fairly still when idle, but the Succubus and Nekomata characters... [[GagBoobs [[JigglePhysics well]], don't.
** A more traditional example is seen with recurring Recurring OptionalBoss Pringer X, who X walks in place. Asagi also does it in ''VideoGame/{{Disgaea 2|CursedMemories}}'', her sprite and animations being ripped directly from her first appearance in ''VideoGame/MakaiKingdom'', where everybody did it.
** Also of note is a A bat-demon NPC in ''Disgaea 2'' who comments that he's exhausted and just wants to land already, but can't because they didn't make him any non-flying sprites.
Is there an issue? Send a MessageReason:
Bonus Boss was renamed by TRS


** A more traditional example is seen with recurring BonusBoss Pringer X, who walks in place. Asagi also does it in ''VideoGame/{{Disgaea 2|CursedMemories}}'', her sprite and animations being ripped directly from her first appearance in ''VideoGame/MakaiKingdom'', where everybody did it.

to:

** A more traditional example is seen with recurring BonusBoss OptionalBoss Pringer X, who walks in place. Asagi also does it in ''VideoGame/{{Disgaea 2|CursedMemories}}'', her sprite and animations being ripped directly from her first appearance in ''VideoGame/MakaiKingdom'', where everybody did it.
Is there an issue? Send a MessageReason:
None


* Your critters in all three ''VideoGame/{{Patapon}}'' games. Also applies for the enemy tribes. The only ones who avert this are the Uberheroes/Dark Heroes.

to:

* Your critters troops in all three the first two ''VideoGame/{{Patapon}}'' games. Also applies for the enemy tribes. This is downplayed in Patapon 3, where all troops have a proper "standing in place" pose at the equip screen and the start of every level, but once again do this trope once you've started commanding them. The only ones who avert this completely are the Uberheroes/Dark Heroes.
Is there an issue? Send a MessageReason:
None



to:

* ''Journey to the Center of Hawkthorne'' is a FictionalVideoGame from ''Series/{{Community}}''. In it's fanmade RealLife recreation, while on the world map, your chosen student is constantly performing a walking animation, even while not moving.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'': Returns from the previous game, but only Kiddy can pick up the barrels. In the SNES version, the inactive Kong always does this. Unfortunately, this also causes a glitch where pressing Select will do nothing unless you are moving.

to:

* ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'': Returns from the previous game, but only Kiddy can pick up the barrels. In the SNES version, the inactive Kong always does this. Unfortunately, this also causes a glitch where pressing Select will do nothing unless you are moving.

Changed: 159

Removed: 179

Is there an issue? Send a MessageReason:
None


* ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'': Returns from the previous game, but only Kiddy can pick up the barrels.
* HyperactiveSprite: In the SNES version, the inactive Kong always does this. Unfortunately, this also causes a glitch where pressing Select will do nothing unless you are moving.

to:

* ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'': Returns from the previous game, but only Kiddy can pick up the barrels.
* HyperactiveSprite:
barrels. In the SNES version, the inactive Kong always does this. Unfortunately, this also causes a glitch where pressing Select will do nothing unless you are moving.
Is there an issue? Send a MessageReason:
None


[[AC:Rumble [=McSkirmish=]: This is as STILL...as I can STAY!]]
-->-- ''WesternAnimation/GravityFalls''

to:

[[AC:Rumble [=McSkirmish=]: This is as STILL... as I can STAY!]]
-->-- ''WesternAnimation/GravityFalls''
''WesternAnimation/GravityFalls'', "[[Recap/GravityFallsS1E10FightFighters Fight Fighters]]"



* Jive from ''Literature/TheThiefOfAlways'' is described as this: "Every muscle in his body seemed to be in motion: tics, jigs, and jitterings ... Even his hair ... seemed to hear some crazed rhythm."

to:

* ''Literature/TheThiefOfAlways'': Jive from ''Literature/TheThiefOfAlways'' is described as this: "Every muscle in his body seemed to be in motion: tics, jigs, and jitterings ... Even his hair ... seemed to hear some crazed rhythm."



* The king/queen/prince in ''Series/RetroGameMaster'' are done in this fashion, to invoke an old ''VideoGame/DragonQuest'' style.

to:

* ''Series/RetroGameMaster'': The king/queen/prince in ''Series/RetroGameMaster'' king, queen and prince are done in this fashion, to invoke an old ''VideoGame/DragonQuest'' style.



* Mocked in ''WesternAnimation/GravityFalls''; when 16-bit fighting game character Rumble [=McSkirmish=] is brought to life in "Fight Fighters", he is physically incapable of standing still.

to:

* Mocked in ''WesternAnimation/GravityFalls''; when ''WesternAnimation/GravityFalls'': Parodied. When the 16-bit fighting game character Rumble [=McSkirmish=] is brought to life in "Fight Fighters", "[[Recap/GravityFallsS1E10FightFighters Fight Fighters]]", he is physically incapable of standing still.
Is there an issue? Send a MessageReason:
TRS has turned Gainaxing into a definition only page. Removing examples.


* ''Franchise/{{Disgaea}}'': Most characters manage to stand fairly still when idle, but the Succubus and Nekomata characters... [[GagBoobs well]], [[{{Gainaxing}} don't]].

to:

* ''Franchise/{{Disgaea}}'': Most characters manage to stand fairly still when idle, but the Succubus and Nekomata characters... [[GagBoobs well]], [[{{Gainaxing}} don't]].don't.
Is there an issue? Send a MessageReason:
Let's be fair to the artists here, they have better ways to spend their time.


One of the reasons is the designers' unwillingness to make separate "standing still" sprites for the characters, whether out of memory limitations or laziness.

to:

One of the reasons is the designers' unwillingness to make separate "standing still" sprites for the characters, whether out of memory limitations or laziness.
[[AcceptableBreaksFromReality an unwillingness to waste time on sprites that most players will barely see.]] (How often do you stand still for more than a fraction of a second when playing a video game, when you aren't in a cutscene or taking a bathroom break?)
Is there an issue? Send a MessageReason:
None


** ''VideoGame/ArtOfFighting's'' Robert Garcia is known to employ these. He's a special example because he's had different fighting stances in almost each of his appearances. Arguably the most extreme instance comes from his appearance in ''VideoGame/NeoGeoBattleColiseum'' where he almost appears to be dancing in his idle stance.

to:

** ''VideoGame/ArtOfFighting's'' Robert Garcia is known to employ these. He's a special example because he's had different fighting stances in almost each of his appearances. Arguably the most extreme instance comes from his appearance in ''VideoGame/NeoGeoBattleColiseum'' where he almost appears seems to be dancing in his idle stance.
Is there an issue? Send a MessageReason:
None



to:

** ''VideoGame/ArtOfFighting's'' Robert Garcia is known to employ these. He's a special example because he's had different fighting stances in almost each of his appearances. Arguably the most extreme instance comes from his appearance in ''VideoGame/NeoGeoBattleColiseum'' where he almost appears to be dancing in his idle stance.
Is there an issue? Send a MessageReason:
None



to:

** Elena from ''VideoGame/StreetFighterIII'', being a [[UsefulNotes/{{Capoeira}} capoeira]] practitioner, has a full ''ginga'' movement as her idle animation.

Added: 179

Changed: 207

Is there an issue? Send a MessageReason:
Improper tense


* In the SNES version of ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'', the inactive Kong would always do this. Unfortunately, this also caused a glitch where pressing Select would do nothing unless you were moving.

to:

* ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'': Returns from the previous game, but only Kiddy can pick up the barrels.
* HyperactiveSprite:
In the SNES version of ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'', version, the inactive Kong would always do does this. Unfortunately, this also caused causes a glitch where pressing Select would will do nothing unless you were are moving.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/PokemonMysteryDungeon'' and sequels.

to:

* ''VideoGame/PokemonMysteryDungeon'' and sequels.
sequels have each of the Pokemon hop, shuffle, or float about when standing still.
Is there an issue? Send a MessageReason:
None


* Some characters in ''VideoGame/{{Action 52}}'' games start constantly walking in place after shooting. Examples include main characters in Non-Human and French Baker.

to:

* Some characters in ''VideoGame/{{Action 52}}'' ''VideoGame/Action52'' games start constantly walking in place after shooting. Examples include main characters in Non-Human and French Baker.



* In just about every two dimensional ''{{Franchise/Metroid}}'' game, the morph ball is perpetually spinning, even in place.

to:

* In just about every two dimensional ''{{Franchise/Metroid}}'' ''Franchise/{{Metroid}}'' game, the morph ball is perpetually spinning, even in place.



* ''VideoGame/{{Wolfenstein 3D}}'' and ''VideoGame/BlakeStone'' first averted this (despite both preceding ''Doom''), although you'll only see it when sneaking up on enemies, since once they spot you they never stop running around to find you.

to:

* ''VideoGame/{{Wolfenstein 3D}}'' ''VideoGame/Wolfenstein3D'' and ''VideoGame/BlakeStone'' first averted this (despite both preceding ''Doom''), although you'll only see it when sneaking up on enemies, since once they spot you they never stop running around to find you.



* In a subtle way, every NPC from ''VideoGame/EarthBound'' appears to walk in place. (It's one [[AmbidextrousSprite almost-symmetrical sprite]] with one leg forward. The game keeps flipping it horizontally and it looks like walking. Saves on graphics memory.)

to:

* In a subtle way, every NPC from ''VideoGame/EarthBound'' ''VideoGame/{{EarthBound|1994}}'' appears to walk in place. (It's one [[AmbidextrousSprite almost-symmetrical sprite]] with one leg forward. The game keeps flipping it horizontally and it looks like walking. Saves on graphics memory.)



* Player characters, heroes, and enemies in ''Videogame/MarvelAvengersAlliance'' move slightly on the battle screen, as if breathing hard or keeping loose in anticipation. An early glitch (now fixed) could cause the sprites to end up 'stuck' in a permanent attack animation.
* The heroes in the original ''VideoGame/{{Persona 1}}'' constantly shift through a series of poses just fast enough to be considered animated. This can be written off as them being fidgety teenagers, but since no one else does it, it's pretty noticeable.

to:

* Player characters, heroes, and enemies in ''Videogame/MarvelAvengersAlliance'' ''VideoGame/MarvelAvengersAlliance'' move slightly on the battle screen, as if breathing hard or keeping loose in anticipation. An early glitch (now fixed) could cause the sprites to end up 'stuck' in a permanent attack animation.
* The heroes in the original ''VideoGame/{{Persona 1}}'' ''VideoGame/Persona1'' constantly shift through a series of poses just fast enough to be considered animated. This can be written off as them being fidgety teenagers, but since no one else does it, it's pretty noticeable.



** In ''[[Videogame/PokemonGoldAndSilver Pokémon HeartGold and SoulSilver]]'', your partner Pokémon never wants to keep still.
** Even more so in ''Videogame/PokemonBlackAndWhite'', where all Pokémon are always animated in battle.

to:

** In ''[[Videogame/PokemonGoldAndSilver Pokémon HeartGold and SoulSilver]]'', ''VideoGame/PokemonHeartGoldAndSoulSilver'', your partner Pokémon never wants to keep still.
** Even more so in ''Videogame/PokemonBlackAndWhite'', ''VideoGame/PokemonBlackAndWhite'', where all Pokémon are always animated in battle.



* ''VideoGame/CryptOfTheNecrodancer'': Not only is everyone hyperactive, they do it in rhythm.

to:

* ''VideoGame/CryptOfTheNecrodancer'': ''VideoGame/CryptOfTheNecroDancer'': Not only is everyone hyperactive, they do it in rhythm.
Is there an issue? Send a MessageReason:
None


* In a subtle way, every NPC from ''VideoGame/EarthBound'' appears to walk in place (that is, they alternate between two sprites).

to:

* In a subtle way, every NPC from ''VideoGame/EarthBound'' appears to walk in place (that is, they alternate between two sprites).place. (It's one [[AmbidextrousSprite almost-symmetrical sprite]] with one leg forward. The game keeps flipping it horizontally and it looks like walking. Saves on graphics memory.)
Is there an issue? Send a MessageReason:
The main trope now is Status Effects


** ''VideoGame/FinalFantasyTactics'' and ''VideoGame/FinalFantasyTacticsAdvance'' do this on battle scenes and the overworld. If a unit is ''not'' constantly walking in place, it's almost certainly charging a spell/special ability, about to die or carrying one of several StandardStatusAilments.

to:

** ''VideoGame/FinalFantasyTactics'' and ''VideoGame/FinalFantasyTacticsAdvance'' do this on battle scenes and the overworld. If a unit is ''not'' constantly walking in place, it's almost certainly charging a spell/special ability, about to die or carrying one of several StandardStatusAilments.StatusEffects.

Top