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* ''VideoGame/MythTheFallenLords'' was a rare RealTimeTactics example. The world was fully 3D and included factors like elevation (and weather in the sequel), but units were rendered with sprites.

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* ''VideoGame/MythTheFallenLords'' was a rare RealTimeTactics RealTimeStrategy example. The world was fully 3D and included factors like elevation (and weather in the sequel), but units were rendered with sprites.
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Another tool was to only use this for sprites that would look "correct" when viewed from any angle. The only such object for which this would even remotely be true would be perfect spheres. Even sphere-like objects can show problems, since any lighting effects applied to the sprite would not properly shift as the camera moves around. Even so, this worked well enough for games of the era, like the the rolling spheres in ''VideoGame/SuperMario64''.

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Another tool was to only use this for sprites that would look "correct" when viewed from any angle. The only such object for which this would even remotely be true would be perfect spheres. Even sphere-like objects can show problems, since any lighting effects applied to the sprite would not properly shift as the camera moves around. Even so, this worked well enough for games of the era, like the the rolling spheres in ''VideoGame/SuperMario64''.

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* ''VideoGame/DragonQuestVII'', and the UsefulNotes/PlayStation and UsefulNotes/NintendoDS remakes of ''[[VideoGame/DragonQuestIV IV]]'', ''[[VideoGame/DragonQuestV V]]'' and ''[[VideoGame/DragonQuestVI VI]]''

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* ''VideoGame/DragonQuestVII'', and the ''VideoGame/DragonQuest'':
** The
UsefulNotes/PlayStation and UsefulNotes/NintendoDS remakes of ''[[VideoGame/DragonQuestIV IV]]'', ''[[VideoGame/DragonQuestV V]]'' and ''[[VideoGame/DragonQuestVI VI]]''VI]]'' feature 2D characters and 3D environments which can be rotated 360 degrees.
** ''VideoGame/DragonQuestVII'': With the sprites rendered in classic Toriyama-style 2D looking very much like upgraded ''Dragon Quest VI'' sprites as well as 3D backgrounds and attacks... it can look a bit... style-breaking.

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* ''VideoGame/{{Rayman 2}}'' has pickups made from sprites. In the UsefulNotes/PlayStation2 port (titled ''Rayman Revolution''), however, the pickups are now full polygon models.

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* ''VideoGame/{{Rayman 2}}'' ''VideoGame/Rayman2TheGreatEscape'' has pickups made from sprites. In the UsefulNotes/PlayStation2 port (titled ''Rayman Revolution''), however, the pickups are now full polygon models.
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* ''VideoGame/{{Dandara}}'' is a 2D game throughout its entire length, [[spoiler:but its TrueFinalBoss, Tormenta, and the tornado the fight is in are 3D models. Given Tormenta is an EldritchAbomination, it fits its theme as something "wrong" that shouldn't possibly exist.]]
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* ''VideoGame/MythTheFallenLords'' was a rare RealTimeTactics example. The world was fully 3D and included factors like elevation (and weather in the sequel), but units were rendered with sprites.
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* ''Disney's Disney/{{Hercules}} Action Game'' rather awkwardly has 2D cel-animated characters amid 3D scenery and enemies.

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* ''Disney's Disney/{{Hercules}} VideoGame/{{Hercules}} Action Game'' rather awkwardly has 2D cel-animated characters amid 3D scenery and enemies.
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* VideoGame/MrBones is a fully polygonal model superimposed on 2D backdrops (and the occasional FullMotionVideo) with sprite-based enemies, and he's able to fluidly separate into individual bouncing bones and subsequently reconnect them.

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* The crowd in wrestling games past the first few lines of seats around the ring, still used to this day even if usually pushed back to far rows, some can still be found right in front of the camera during entrances or victory pose such as in Legend Of Wrestlemania on [=PS3=]. These, in this case, are not oriented to the camera but in their seat direction which can allow the player to see them as being made out of cardboard so to speak, which gets especially silly in games where you can actually crawl over the divider into the fan's seats and watch said cardboard cutout fans slide away from you.

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* The crowd in wrestling games past the first few lines of seats around the ring, still used to this day even if usually pushed back to far rows, some can still be found right in front of the camera during entrances or victory pose such as in Legend Of of Wrestlemania on [=PS3=]. These, in this case, are not oriented to the camera but in their seat direction which can allow the player to see them as being made out of cardboard so to speak, which gets especially silly in games where you can actually crawl over the divider into the fan's seats and watch said cardboard cutout fans slide away from you.


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* ''VideoGame/TheLegendOfZeldaALinkToThePast'': The Triforce in the intro is made of polygons, as are the crystals in which the maidens are imprisoned.
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* ''VideoGame/EternalEyes''
* ''VideoGame/HoshigamiRuiningBlueEarth''
* ''VideoGame/{{Strider}} 2''

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* %%* ''VideoGame/EternalEyes''
* %%* ''VideoGame/HoshigamiRuiningBlueEarth''
* ''VideoGame/{{Strider}} 2''%%* ''VideoGame/StriderArcade Strider 2]]''
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Can overlap with VideoGame3DLeap, DigitizedSprites. Compare ThreeDEffectsTwoDCartoon, where CGI elements are used in otherwise 2D animation.

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Can overlap with VideoGame3DLeap, DigitizedSprites. Compare ThreeDEffectsTwoDCartoon, TwoDVisualsThreeDEffects, where obvious CGI elements are used in otherwise 2D animation.
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* ''VideoGame/TheCityOfLostChildren'' used the [=PlayStation=] standard of polygonal characters moving on bitmap backgrounds.
Tabs MOD

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Can overlap with VideoGame3DLeap, DigitizedSprites. Compare ConspicuousCG.

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Can overlap with VideoGame3DLeap, DigitizedSprites. Compare ConspicuousCG.
ThreeDEffectsTwoDCartoon, where CGI elements are used in otherwise 2D animation.
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* ''VideoGame/{{cloudphobia}}'' uses a 3D engine but mostly uses 2D sprites for the player's mech and many enemies, however some of the other enemies and effects are rendered in 3D polygons. The game also makes use of the dynamic lighting and reflection of metallic surfaces.
* The ''SUGURI'' series -- ''VideoGame/{{SUGURI}}'', ''VideoGame/{{sora}}'', and their fighting-shoot 'em up sequels -- uses a 3D engine where the levels rendered in 3D, however the game also uses hand-drawn 2D sprites for the characters and enemies. Sometimes these games even feature boss battles where the player is fighting the boss as part of the background, and features enemies flying around the foreground or background.
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* ''VideoGame/SpongeBobSquarePantsSuperSponge'' features 2D sprites for Sponge[==]Bob and his friends, the backgrounds are 2D, and some enemies and the foreground are rendered in 3D. However, early builds show that originally Patrick, Squidward, and everyone was rendered as 3D models.
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* ''VideoGame/MarvelVsCapcom2'', ''VideoGame/CapcomVsSNK2MarkOfTheMillenium'', and ''VideoGame/BlazBlue'' have sprite characters on 3D backgrounds. It actually looks pretty cool.

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* ''VideoGame/MarvelVsCapcom2'', ''VideoGame/CapcomVsSNK2MarkOfTheMillenium'', ''VideoGame/CapcomVsSNK2MarkOfTheMillennium'', and ''VideoGame/BlazBlue'' have sprite characters on 3D backgrounds. It actually looks pretty cool.
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[[caption-width-right:350:It's your brave sprite heroes against this fully textured dragon!]]

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[[caption-width-right:350:It's your brave brave, 2-D sprite heroes against this fully textured textured, 3-D dragon!]]
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[[folder:2D foregrounds, 3D backgrounds]]

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[[folder:2D [[folder:[=2D=] foregrounds, 3D [=3D=] backgrounds]]



[[folder:2D backgrounds, 3D foregrounds]]
* Handled extremely well in ''VideoGame/NewSuperMarioBros'' and its sequels- Mario and several enemies are the only 3D objects.

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[[folder:2D [[folder:[=2D=] backgrounds, 3D [=3D=] foregrounds]]
* Handled extremely well in the ''VideoGame/NewSuperMarioBros'' and its sequels- games -- Mario and several enemies are the only 3D objects.
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Modified Sonic entries


* ''VideoGame/SonicTheHedgehog4''. The characters are prerendered polygon sprites.

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* ''VideoGame/SonicTheHedgehog4''. ''[[VideoGame/SonicTheHedgehog4 Sonic the Hedgehog 4: Episode I]]'' is an interesting mix of various elements. The characters characters, bosses, and enemies are prerendered polygon sprites.sprites; but various game objects such as rings, bumpers, and springs are 3D models. The level background are also 3D, while the foreground assets are in 2D. On top of that, the old iPhone version for the game actually uses a (relatively low-polygon) 3D model of Sonic.



* Regular stages in ''VideoGame/SonicRush'' and its sequel, and the DS version of ''VideoGame/SonicColors''. The rest of these games are all polygonal.

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* All of the handheld platforming Sonic games on the DS (''VideoGame/SonicRush'', its sequel ''Rush Adventure'', and the handheld version of ''VideoGame/SonicColors''). Regular stages are in ''VideoGame/SonicRush'' 2D, but Sonic/Blaze themselves and its sequel, and rare mechanics are depicted with polygonal models. Meanwhile, the DS version of ''VideoGame/SonicColors''. The rest of these boss stages, as well as the bosses themselves, are entirely in 3D. Subsequent Sonic games on the succeeding 3DS platform are all polygonal.entirely polygonal; although Generations 3DS and Lost World 3DS (strangely) use sprites for rings.
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* ''VideoGame/{{Tomba}}'' mostly uses sprites laid over 3D backgrounds, but it does use polygonal objects as well for some enemies like the Butamushi and the Biting Plants, and even combines them in the Needlegators that have a sprite body but a polygonal shell that can be knocked off.
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* ''VideoGame/{{Grandia}}'' features a 3D world populated by characters represented with 2D sprites. Battles on the other hand took place on flat image backgrounds with 3D effects used for spells.

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* ''VideoGame/{{Grandia}}'' ''VideoGame/Grandia1'' features a 3D world populated by characters represented with 2D sprites. Battles on the other hand took place on flat image backgrounds with 3D effects used for spells.
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* The original ''Franchise/AloneInTheDark'' trilogy, providing the template for most later SurvivalHorror games.

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* The original ''Franchise/AloneInTheDark'' ''VideoGame/AloneInTheDark'' trilogy, providing the template for most later SurvivalHorror games.
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* The original ''Franchise/CrashBandicoot'' trilogy has this for, obviously enough, wumpa fruits, as well as several visual effects or the "CHECKPOINT" letters. And yet the spinoff, ''Videogame/CrashTeamRacing'', brings more 2D/3D confusion to the desk: the wheels, the smoke, the vortex and the wumpas are all sprites, but the race position numbers are actually 3D models.

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* The original ''Franchise/CrashBandicoot'' ''VideoGame/CrashBandicoot'' trilogy has this for, obviously enough, wumpa fruits, as well as several visual effects or the "CHECKPOINT" letters. And yet the spinoff, ''Videogame/CrashTeamRacing'', ''VideoGame/CrashTeamRacing'', brings more 2D/3D confusion to the desk: the wheels, the smoke, the vortex and the wumpas are all sprites, but the race position numbers are actually 3D models.
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** The ''Franchise/ChaosRings'' series are more recent Creator/SquareEnix [=RPGs=] with the same style.

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** The ''Franchise/ChaosRings'' ''VideoGame/ChaosRings'' series are more recent Creator/SquareEnix [=RPGs=] with the same style.
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* ''VideoGame/Persona2'' had 2D sprites for the characters, while the dungeons were 3D polygons. Early builds of ''VideoGame/Persona3'' also planned to use this style, before it was scrapped for fully 3D graphics.

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[[folder: Early non-examples ]]

* Most pre-''VideoGame/{{Quake}}'' [[FirstPersonShooter FPSs]] have an appearance consistent with this trope, but technically do not qualify since their environments do not use polygon meshes (as defined today) to create walls. They use various methods to create pseudo-3D backgrounds, with enemies, powerups and decorations being scaled sprites. ''Doom'', for example, uses a texture fill method similar to 3D extrude functions to give an otherwise flat map an illusion of height, though the engine has no meaningful Z (vertical) axis and does not use polygon meshes. Some later examples use voxels (I.E.: [[VideoGame/DukeNukem3D Build]] [[VideoGame/{{Blood}} engine]] [[VideoGame/ShadowWarrior1997 games]]) or polygons (I.E.: ''VideoGame/{{Dark Forces|Saga}}'') for some objects as well.

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[[folder: Early non-examples ]]

[[folder:Early non-examples]]
* Most pre-''VideoGame/{{Quake}}'' [[FirstPersonShooter FPSs]] have an appearance consistent with this trope, but technically do not qualify since their environments do not use polygon meshes (as defined today) to create walls. They use various methods to create pseudo-3D backgrounds, with enemies, powerups and decorations being scaled sprites. ''Doom'', for example, uses a texture fill method similar to 3D extrude functions to give an otherwise flat map an illusion of height, though the engine has no meaningful Z (vertical) axis and does not use polygon meshes. Some later examples use voxels (I.E.: [[VideoGame/DukeNukem3D Build]] [[VideoGame/{{Blood}} engine]] [[VideoGame/ShadowWarrior1997 games]]) or polygons (I.E.: ''VideoGame/{{Dark Forces|Saga}}'') ''VideoGame/DarkForces'') for some objects as well.
well.



[[folder: 2 D foregrounds, 3 D backgrounds ]]

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[[folder: 2 D [[folder:2D foregrounds, 3 D backgrounds ]]
3D backgrounds]]



* ''VideoGame/StarFox''. Yes, the SNES one, and it is probably the earliest console example: the much-touted Super FX chip built into its cartridge is basically the first console 3D accelerator. Low poly count, but polys nonetheless. Explosions, ejected reptilian pilots, and asteroids are all sprites overlaid with Mode 7.

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* ''VideoGame/StarFox''. Yes, the SNES one, and it is probably the earliest console example: ''VideoGame/StarFox1'' features the much-touted Super FX chip built into its cartridge cartridge, which is basically the first console 3D accelerator. Low poly count, but polys nonetheless. Explosions, ejected reptilian pilots, and asteroids are all sprites overlaid with Mode 7.



%% * ''VideoGame/{{Grandia}} I''

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%% * ''VideoGame/{{Grandia}} I''''VideoGame/{{Grandia}}'' features a 3D world populated by characters represented with 2D sprites. Battles on the other hand took place on flat image backgrounds with 3D effects used for spells.



* Also from the ''Franchise/MegaMan'' franchise, ''VideoGame/MegaManMaverickHunterX''. 3D renders of everything about the SNES original...except the spikes (they're even pixillated!). Elements of the backgrounds (e.g. the jets in Storm Eagle's stage) are obviously 2D as well, so this example could fit in any of the other sections of this trope. Course, it is an action game on PSP, which only has so much memory to spend on moving/exploding objects...

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* Also from the ''Franchise/MegaMan'' franchise, ''VideoGame/MegaManMaverickHunterX''. ''VideoGame/MegaManMaverickHunterX'' features 3D renders of everything about from the SNES original...except the spikes (they're even pixillated!). Elements of the backgrounds (e.g. the jets in Storm Eagle's stage) are obviously 2D as well, so this example could fit in any of the other sections of this trope. Course, it It is an action game on PSP, which only has so much memory to spend on moving/exploding objects...



* ''VideoGame/{{Xenogears}}'': Has aged particularly poorly, due to the low quality of sprites rendering them messy blobs of pixels even at normal camera angles, though the 3D elements have held up better than other contemporary examples.

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* ''VideoGame/{{Xenogears}}'': Has ''VideoGame/{{Xenogears}}'' has aged particularly poorly, due to the low quality of sprites rendering them messy blobs of pixels even at normal camera angles, though the 3D elements have held up better than other contemporary examples.



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

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* ''VideoGame/TalesSeries''
**
The original ''VideoGame/TalesOfDestiny'' overworld engine, used by ''Destiny'' and the ''[[VideoGame/TalesOfPhantasia Phantasia]]'' remake. Uses remake, uses the in-town sprites laid on a 3-D globe.



** The tree part also applies to ''Quest 64''.

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** %%** The tree part also applies to ''Quest 64''.



* The old 3D Maze screensaver for Windows: Even though it's not a video game, the maze and multifaceted things that turn the viewer upside down are in 3D, while the [[ExactlyWhatItSaysOnTheTin Start button]], the random hovering UsefulNotes/OpenGL text, the happy face at the finish, and the roaming mice are sprites of the "same appearance from every angle" variety. This results in mice always facing right, which can cause them to seem to walk backwards or sideways despite the optional maze overlay showing otherwise.

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* The In the old 3D Maze screensaver for Windows: Even though it's not a video game, Windows, the maze and multifaceted things that turn the viewer upside down are in 3D, while the [[ExactlyWhatItSaysOnTheTin Start button]], button, the random hovering UsefulNotes/OpenGL text, the happy face at the finish, and the roaming mice are flat sprites of that look the "same appearance same from every angle" variety.angle. This results in mice always facing right, which can cause them to seem to walk backwards or sideways despite the optional maze overlay showing otherwise.



** For ''VideoGame/TheKingOfFighters XII'' and ''XIII'', the sprites are drawn over polygonal models in a manner similar to [[{{Rotoscoping}} rotoscoping]]. Creator/ArcSystemWorks did similarly for ''VideoGame/BlazBlue''.

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** For ''VideoGame/TheKingOfFighters XII'' and ''XIII'', the sprites are drawn over polygonal models in a manner similar to [[{{Rotoscoping}} rotoscoping]].{{rotoscoping}}. Creator/ArcSystemWorks did similarly for ''VideoGame/BlazBlue''.



* Done for stylistic purposes in ''VideoGame/PaRappaTheRapper''. The characters are [[PaperPeople paper-thin]], [[{{Toon}} cartoonish beings]], while the rest of the world is three-dimensional and [[ConspicuouslyLightPatch semi-realistic]].

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* Done for stylistic purposes in ''VideoGame/PaRappaTheRapper''. The characters are [[PaperPeople paper-thin]], {{paper|People}}-thin, [[{{Toon}} cartoonish beings]], while the rest of the world is three-dimensional and [[ConspicuouslyLightPatch semi-realistic]].



* ''VideoGame/{{Minecraft}}'' used billboarded sprites for dropped non-block items before version 1.4.6. After this version, 2D sprites are used only in Fast graphics mode, while in Fancy graphics mode, items are 3D models. Dropped block items are rotating 3D models of the blocks in all versions.
** Saplings and other flora seem to be billboarded sprites, but are actually textures mapped to an X-shaped model, giving the illusion of an intricate 3D model. The texture "flips" depending on what side of the plant the player is facing. This can be jarring if looked at closely, but in normal gameplay it is not noticeable at all. Looking at wheat, carrots, potatoes or sugarcane from above shows a # shape, four overlapped sprites.

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* ''VideoGame/{{Minecraft}}'' used ''VideoGame/{{Minecraft}}''
** Dropped non-block items were presented as
billboarded sprites for dropped non-block items before version 1.4.6. After this version, 2D sprites are used only in Fast graphics mode, while in Fancy graphics mode, items are 3D models. Dropped block items are rotating 3D models of the blocks in all versions.
** Saplings and other flora seem to be billboarded sprites, but are actually textures mapped to an X-shaped model, giving the illusion of an intricate 3D model. The texture "flips" depending on what side of the plant the player is facing. This can be jarring if looked at closely, but in normal gameplay it is not noticeable at all. Looking at wheat, carrots, potatoes or sugarcane from above shows a # shape, four overlapped sprites.



* ''VideoGame/{{Outlaws}}'', made with the same engine as ''Dark Forces'', features 3D environments inhabited by 2D sprites representing characters and items.
* Much of ''VideoGame/{{MDK}}'' is presented as a 3D models, except for [[PlayerCharacter Kurt Hectic]] who is shown as a flat sprite drawn at a fixed distance from camera (if you rotate it into a wall, Kurt will pushed away from it, possibly even falling).



[[folder: 2 D backgrounds, 3 D foregrounds ]]

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[[folder: 2 D [[folder:2D backgrounds, 3 D foregrounds ]]
3D foregrounds]]



* Regular stages in ''VideoGame/{{Sonic Rush|Series}}'' and its sequel, and the DS version of ''VideoGame/SonicColors''. The rest of these games are all polygonal.

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* Regular stages in ''VideoGame/{{Sonic Rush|Series}}'' ''VideoGame/SonicRush'' and its sequel, and the DS version of ''VideoGame/SonicColors''. The rest of these games are all polygonal.



* Again, the first ''VideoGame/StarFox'' game, but this time it's the planet/space scenery backgrounds which are fully 2D, with some tilting and occasional distortion effects. The ground has to appear especially featureless so it would stand in as any generic ground.

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* Again, the first ''VideoGame/StarFox'' game, but this time it's In ''VideoGame/StarFox1'', the planet/space scenery backgrounds which are fully 2D, with some tilting and occasional distortion effects.effects, overlaid with 3D models. The ground has to appear especially featureless so it would stand in as any generic ground.



[[folder: Mixed and Other]]

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[[folder: Mixed [[folder:Mixed and Other]]
Other]]
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* ''VideoGame/SonicMania'' mostly uses sprites for its backgrounds and characters, but the giant rings and Special Stages are rendered with low-polygon 3D models, similar to the ones used in ''VideoGame/SonicR''. This is part of the game's {{Retraux}} design, as it was intended to be a 2D Sonic game if it was made for the UsefulNotes/SegaSaturn.
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* ''VideoGame/OctopathTraveler'' have all characters and creatures as 2D sprites, while the environments are 3D. Lighting and particle effects react as though the sprites were 3D, with the overall style being referred to by the devs as "HD-2D".

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* ''VideoGame/OctopathTraveler'' have has all characters and creatures as 2D sprites, while the environments are 3D. Lighting and particle effects react as though the sprites were 3D, with the overall style being referred to by the devs as "HD-2D".
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* ''VideoGame/OctopathTraveller'' - the characters and NPCs are 2D sprites while the backgrounds and worlds are 3D. Lighting and particle effects react as though the sprites were 3D.

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* ''VideoGame/OctopathTraveller'' - the ''VideoGame/OctopathTraveler'' have all characters and NPCs are creatures as 2D sprites sprites, while the backgrounds and worlds environments are 3D. Lighting and particle effects react as though the sprites were 3D.3D, with the overall style being referred to by the devs as "HD-2D".

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