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* Most pre-''{{Quake}}'' [[FirstPersonShooter FPSs]] had an appearance consistant with this trope, but technically do not qualify since their environments did not use polygon meshes to create walls. They used various methods to create pseudo-3D backgrounds, with enemies, powerups and decorations being scaled sprites. ''Doom'', for example, used a texture fill method similar to 3D extrude functions to give a totally flat map an illusion of height, though the engine had no meaningful Z axis and did not use polygon meshes. Some later examples used voxels (I.E.: ''ShadowWarrior'') or polygons (I.E.: ''[[DarkForcesSaga Dark Forces]]'') for some objects as well.

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* Most pre-''{{Quake}}'' pre-''Game/{{Quake}}'' [[FirstPersonShooter FPSs]] had an appearance consistant with this trope, but technically do not qualify since their environments did not use polygon meshes to create walls. They used various methods to create pseudo-3D backgrounds, with enemies, powerups and decorations being scaled sprites. ''Doom'', for example, used a texture fill method similar to 3D extrude functions to give a totally flat map an illusion of height, though the engine had no meaningful Z axis and did not use polygon meshes. Some later examples used voxels (I.E.: ''ShadowWarrior'') or polygons (I.E.: ''[[DarkForcesSaga Dark Forces]]'') for some objects as well.



* ''Quake'' was the first traditional FirstPersonShooter to be in full 3D, and showcased many concepts that were impossible in the pseudo-3D engines that had gone before; rooms above rooms, spiral staircases, enemies leaping, swimming and so on. It still mixed in sprites for some explosive effects, which were always scaled and facing the camera. This is replicated in only some later games, although {{Unreal}} used both a polygon and a sprite-style explosion the expansion pack. Unusually, some of these earlier games had 3D fire effects in torches and similar; as the general level of detail in games climbed, however, it became clear that equally convincing 3D fire would not be feasible.

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* ''Quake'' ''Game/{{Quake}}'' was the first traditional FirstPersonShooter to be in full 3D, and showcased many concepts that were impossible in the pseudo-3D engines that had gone before; rooms above rooms, spiral staircases, enemies leaping, swimming and so on. It still mixed in sprites for some explosive effects, which were always scaled and facing the camera. This is replicated in only some later games, although {{Unreal}} ''{{Unreal}}'' used both a polygon and a sprite-style explosion the expansion pack. Unusually, some of these earlier games had 3D fire effects in torches and similar; as the general level of detail in games climbed, however, it became clear that equally convincing 3D fire would not be feasible.



*** ''{{Duke Nukem 3d}}'' has this kind of [[AlienGeometries alien geometry]] as well, only in several levels the developers went all out and used it on purpose to create 720 degree circles and similar stunts.

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*** ''{{Duke Nukem 3d}}'' 3D}}'' has this kind of [[AlienGeometries alien geometry]] as well, only in several levels the developers went all out and used it on purpose to create 720 degree circles and similar stunts.
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* 1994 RailShooter ''{{Novastorm}}'', where every level and BossBattle was a pre-rendered FMV, while enemies and the player were pre-rendered 2D sprites.
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** ''DragonQuestIX'' is mostly 3D, but most minor NPCs are 2D sprites.
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* ''ChronoCross'' did this gorgeously.

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* ''ChronoCross'' did this gorgeously.[[{{Understatement}} gorgeously]].





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\n* Again, the first ''StarFox'' game, but this time it was the planet/space scenery backgrounds which were fully 2D, with some tilting and occasional distortion effects. The ground had to appear especially featureless so it would stand in as any generic ground.
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That\'s not how this trope works.


* ''TheBible'' describes the guards of Eden as carrying a FlamingSword that faces all directions. Thinking of it like this trope is one possible way to visual it, and likely one for the best for your sanity.

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* ''TheBible'' describes the guards of Eden as carrying a FlamingSword that faces all directions. Thinking of it like this trope is one possible way to visual it, and likely one for the best for your sanity.
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* ''TheBible'' describes the guards of Eden as carrying a FlamingSword that faces all directions. Thinking of it like this trope is one possible way to visual it.

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* ''TheBible'' describes the guards of Eden as carrying a FlamingSword that faces all directions. Thinking of it like this trope is one possible way to visual it.
it, and likely one for the best for your sanity.
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* ''TheBible'' describes the guards of Eden as carrying a FlamingSword that faces all directions. Thinking of it like this trope is one possible way to visual it.



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*** Except he's a non-example; in reality, Mr. Game & Watch is a 3D model animated and flattened to appear 2D. This very same technique is applied on the Flat Zone stage.
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* A rather bizarre example in ''{{World of Warcraft}}'', which has a stack of cannonballs scenery object that is made up of rendered polygonal cannonballs displayed as sprites.

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* ''[[CapcomVsWhatever Marvel vs. Capcom 2]]'', ''[[CapcomVsWhatever Capcom vs. SNK 2]]'' and ''{{BlazBlue}}'' have sprite characters on 3D backgrounds. It actually looks pretty cool.
** Used inconsistently in the slightly-related-to-the-first-two ''CrossEdge''. All backgrounds are polygonal, and your playable characters and ''some'' of the enemies are rendered as sprites. Most larger foes use 3D models instead.

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* ''[[CapcomVsWhatever ''[[MarvelVsCapcom Marvel vs. Capcom 2]]'', ''[[CapcomVsWhatever ''[[SNKVsCapcom Capcom vs. SNK 2]]'' and ''{{BlazBlue}}'' have sprite characters on 3D backgrounds. It actually looks pretty cool.
** Used inconsistently in the slightly-related-to-the-first-two ''CrossEdge''. All backgrounds are polygonal, and your playable characters and ''some'' of the enemies are rendered as sprites. Most larger foes use 3D models instead.
cool.




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* In ''CrossEdge'' and ''RecordOfAgarestWar'', all backgrounds are polygonal, and your playable characters and ''some'' of the enemies are rendered as sprites. Most larger foes use 3D models instead.
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*** ''{{Duke Nukem 3d}}'' has this kind of {{alien geometry}} as well, only in several levels the developers went all out and used it on purpose to create 720 degree circles and similar stunts.

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*** ''{{Duke Nukem 3d}}'' has this kind of {{alien geometry}} [[AlienGeometries alien geometry]] as well, only in several levels the developers went all out and used it on purpose to create 720 degree circles and similar stunts.



* The original ''TalesOfDestiny'' overworld engine, used by ''Destiny'' and the ''[[TalesOfPhgantasia Phantasia]]'' remake. Used the in-town sprites laid on a 3-D globe.

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* The original ''TalesOfDestiny'' overworld engine, used by ''Destiny'' and the ''[[TalesOfPhgantasia ''[[TalesOfPhantasia Phantasia]]'' remake. Used the in-town sprites laid on a 3-D globe.
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* The 4th generation ''[=~Pokémon~=]'' games (''Diamond'', ''Pearl'' and ''Platinum''; ''[[VideoGameRemake [=HeartGold=]]]'' and ''[[VideoGameRemake [=SoulSilver=]]]'') and which use a 3D environment, but 2D sprites for the characters, Pokémon, and certain objects.

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* The 4th generation ''[=~Pokémon~=]'' games (''Diamond'', ''Pearl'' and ''Platinum''; ''[[VideoGameRemake [=HeartGold=]]]'' and ''[[VideoGameRemake [=SoulSilver=]]]'') and which 5th (''Black'' and ''White'') generation ''[=~Pokémon~=]'' games use a 3D environment, but 2D sprites for the characters, Pokémon, and certain objects.
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** Quake also has very ugly polygon flames when compared to the natural-looking (except from above) flames of Unreal 1.

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** Quake Game/{{Quake}} also has very ugly polygon flames when compared to the natural-looking (except from above) flames of Unreal 1.''Game/{{Unreal}}''.
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\n\n* The first installment of ''TheSims'' used 3D characters on top of isometric 2D backgrounds.


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*** Taken to an extreme in the DS re-release, where the player could grab the Power Flower while controlling Luigi, allowing him to go through the mirror. This is required to get to Chief Chilly Challenge and unlock Wario.

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*** Taken to an extreme in the DS re-release, where the player could grab the a Power Flower in the room while controlling Luigi, allowing him to go through the mirror. This is required to get to Chief Chilly Challenge and unlock Wario.

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* ''SonicTheHedgehog4''. The characters are prerendered polygon sprites ala ''DonkeyKongCountry'' though.
** The same is true in Sonic 3 & Knuckles.

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* ''SonicTheHedgehog4''. The characters are prerendered polygon sprites ala ''DonkeyKongCountry'' though.
** The same is true
though. Prerendered polygon sprites were present in Sonic 3 & Knuckles.Knuckles too.
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** The same is true in Sonic 3 & Knuckles.
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* ''{{Vectorman}}''.



* Deliberately done in ''{{Darwinia}}. Darwinians, basic virii and many other objects are 2D sprites while rest of the environment is 3D.

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* Deliberately done in ''{{Darwinia}}.''{{Darwinia}}''. Darwinians, basic virii and many other objects are 2D sprites while rest of the environment is 3D.
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[[AC: Other]]

* In ''RadiantSilvergun:'', the 3D, 2D and pseudo 3D was all over the place.
* Delibarerately done in ''{{Darwinia}}.

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[[AC: Mixed and Other]]

* In ''RadiantSilvergun:'', the 3D, 2D and pseudo 3D was all over the place.
place. Both 2D and 3D of them can be found in foreground and background.
* Delibarerately Deliberately done in ''{{Darwinia}}.
''{{Darwinia}}. Darwinians, basic virii and many other objects are 2D sprites while rest of the environment is 3D.
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*''{{Ys}}: The Oath in Felghana'', and the PC and PSP versions of ''Ys VI: The Ark of Napishtim''. The PS2 version of the latter had 3D characters.

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** ''0'' and the remake of ''1'' used FMV backgrounds.



* The ''ResidentEvil'' games up to ''3'' used prerendered backgrounds, with polygonal moving objects on top. ''Zero'' and the remake of ''1'' had FMV for backgrounds.


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* The ''ResidentEvil'' games up to ''3'' used prerendered backgrounds, with polygonal moving objects on top. ''Zero'' and the remake of ''1'' had FMV for backgrounds.



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\n* The ''ResidentEvil'' games up to ''3'' used prerendered backgrounds, with polygonal moving objects on top. ''Zero'' and the remake of ''1'' had FMV for backgrounds.

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* The Sega CD game ''{{Silpheed}}'' used a rather odd method; while it appeared to have a polygon foreground and background, the background was actually a pre-rendered FMV, essentially having the whole game take place on top of a rolling CutScene. Some games such as ''Microcosm'' belong in the section below for using sprites on top of the rolling pre-rendered FMV instead.

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* The Sega CD game remake of ''{{Silpheed}}'' used a rather odd method; while it appeared to have a polygon foreground and background, the background was actually a pre-rendered FMV, essentially having the whole game take place on top of a rolling CutScene. Some games such as ''Microcosm'' belong in the section below for using sprites on top of the rolling pre-rendered FMV instead.




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* Older 3D fighting games, such as the first few ''{{Tekken}}'' games, used 2d backgrounds.

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* Many older racing games used "always facing you" sprites for objects such as trees.
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** Well, not completely impossible. ''{{Marathon}}'' had a psuedo-3D engine, but was capable of having rooms above rooms, or even rooms that were distinct, yet occupied the same 'space' as each other.
*** ''{{Duke Nukem 3d}}'' has this kind of [[aliem geometry]] as well, only in several levels the developers went all out and used it on purpose to create 720 degree circles and similar stunts.

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** Well, not completely impossible. ''{{Marathon}}'' had a psuedo-3D pseudo-3D engine, but was capable of having rooms above rooms, or even rooms that were distinct, yet occupied the same 'space' as each other.
*** ''{{Duke Nukem 3d}}'' has this kind of [[aliem geometry]] {{alien geometry}} as well, only in several levels the developers went all out and used it on purpose to create 720 degree circles and similar stunts.
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***''{{Duke Nukem 3d}}'' has this kind of [[aliem geometry]] as well, only in several levels the developers went all out and used it on purpose to create 720 degree circles and similar stunts.
**''{{Rise of the Triad}}'' was in fact the first game to have not just room-over-room but level over level within a room, allowing for full multi-level firefights and actions.
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*** Taken to an extreme in the DS re-release, where the player could grab the Power-Flower while controlling Luigi, allowing him to go through, gaining another star

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*** Taken to an extreme in the DS re-release, where the player could grab the Power-Flower Power Flower while controlling Luigi, allowing him to go through, gaining another starthrough the mirror. This is required to get to Chief Chilly Challenge and unlock Wario.



* ''PaperMario'' series, whose very title [[LampshadeHanging lampshades]] it.

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* ''PaperMario'' series, whose very title [[LampshadeHanging lampshades]] {{lampshade|Hanging}}s it.



* ''MischiefMakers'' used sprite objects, but polygonal levels. To make things more confusing, the sprites were clearly based off of 3D models. The effect was… Interesting. The game was awesome, anyway.

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* ''MischiefMakers'' used sprite objects, but polygonal levels. To make things more confusing, the sprites were clearly based off of 3D models. The effect was… was... Interesting. The game was awesome, anyway.




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* The ''BitTrip'' games. The scenery and objects are 3D voxel models, yet most of the characters are Atari2600-like sprites.
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* ''PerfectDark'' used 3d models for everything... except explosions, which were still sprites.
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Added DiffLines:

** ChaosRings is a more recent SquareEnix RPG with the same style, since it runs on the iPhone
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fixed some typos


*** taken to the extremes in the DS re-release were the player could grab the Power-Flower while Controlling Luigi would allow him to go through, gaining another star

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*** taken Taken to the extremes an extreme in the DS re-release were re-release, where the player could grab the Power-Flower while Controlling Luigi would allow controlling Luigi, allowing him to go through, gaining another star

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