- Name
- Sprite Scaling
- Aliases
Concept Images Related Pages
Overview
As game hardware improved, sprite scaling became a popular technique, first for arcade games in the 1980s, and then for console and computer games in the 1990s. Scaling allowed for characters, items, or other sprites to smoothly grow or shrink on the fly, allowing the development of three-dimensional games using sprites. Sprite-scaling was an early form of 3D texture-mapping.
History
The first games to use sprite-scaling were arcade games, by companies such as Sega (Company) and Namco (Company); some of the earliest examples include Sega's Fonz (Game)(1976) and Turbo (Game)(1981), and Namco's Pole Position (Game) (1982). Some of the earliest action games to make use of extensive sprite-scaling were Sega's SubRoc-3D (1982) and Buck Rogers: Planet of Zoom (1982).
Super Scaler
Sprite-scaling was later popularized by Sega's powerful Super Scaler (Concept) arcade graphics boards, which were capable of scaling thousands of sprites every second; some of Sega's popular Super Scaler arcade games included Hang-On (1985), Space Harrier (Franchise) (1985) and Out Run (1986). With After Burner (Franchise) (1987), Sega introduced sprite rotation, adding greater three-dimensional depth. They continued producing hits such as Thunder Blade (Franchise) (1987), Galaxy Force (Game) (1988) and Last Survivor (Game) (1988).
Following the success of Sega's Super Scaler games, rival arcade developers such as Konami (Company), Namcoand Taitobegan producing their own sprite-scaling arcade games in the late 80s.
X68000 and Neo Geo
See: Sharp X68000 (Platform) and Neo Geo (Platform)
Among home gaming systems, the Sharp X68000 (Platform) computer (launched 1987) was capable of smooth sprite-scaling, though it wasn't able to scale as many sprites as Sega's Super Scaler arcade systems.
SNK (Company)'s Neo•Geo arcade-based console (launched 1990) was notorious for utilizing sprite scaling in its games to simulate a camera "zooming" in and out of the actions depending on how close the combatants were to each other.
Mode 7
See: Mode 7 (Concept)
Another popular type of sprite-scaling was Mode 7 (Concept), used to scale and rotate backgrounds for various games on the SNES console (launched 1990).
Billboarding
While long past its heyday, sprite-scaling is still used today in polygonal 3D games, in the form of billboarding. This technique was commonly used for rendering trees in early 3D games, although this has become less common in modern games. It is still frequently used when rendering smoke and fire.
Hardware Capabilities
This is a table listing the sprite scaling/zooming and rotation/mirroring capabilities of various classic gaming systems and/or graphics chips. Only systems and chips with hardware support for some form of hardware zooming/scaling or rotation/mirroring are listed here.
Integer zooming (including 1/2/4/8× vertical and 1/2/4/8× horizontal) indicates that sprites can only be zoomed in terms of integers (such as doubling or quadrupling), rather than smooth scaling. Voltage control indicates an analog method of smooth scaling through hardware voltage control. Anisotropic and affline indicate smooth scaling, i.e. what usually comes to mind when thinking of sprite scaling. Similarly for rotation effects, screen orientation means the screen can only be rotated in right-angles, while mirroring means it can only be flipped, whereas affline indicates smooth rotation.
For the other sprite capabilities of these systems and chips, see here. For a full detailed table of sprite capabilities, with references, see here.
| Systems / Chips
||Year||Zooming / Scaling||Rotation | |||
| Fujitsu MB14241 | 1975 | 1, 2× vertical, 1, 2× horizontal | Screen orientation |
| Atari 2600 (Platform) | 1977 | 1, 2, 4, 8× horizontal | Horizontal mirroring |
| Taito Z80 | 1977 | No | Screen orientation |
| Atari 8-Bit & 5200 | 1979 | 1, 2× vertical, 1, 2, 4× horizontal | No |
| Namco Galaxian | 1979 | 1, 2, 3× vertical, 1, 2, 3× horizontal | Horizontal and vertical mirroring |
| ColecoVision (Platform), MSX (Platform), Sega SG-1000 | 1979 | 1, 2× integer | No |
| Namco Pac‑Man | 1980 | No | Horizontal and vertical mirroring |
| Sega G80 | 1981 | Vector scaling | Screen orientation |
| Sega VCO Object | 1981 | Voltage control scaling | Background tile mirroring |
| Commodore 64 | 1982 | 1, 2× integer | No |
| Namco Pole Position | 1982 | Yes, anisotropic | Horizontal and vertical mirroring |
| Sega 315‑5011 & 315‑5012 | 1982 | Yes, anisotropic | Horizontal and vertical mirroring |
| Famicom / NES | 1983 | No | Horizontal and vertical mirroring |
| Amiga (Platform) (OCS) | 1985 | Vertical by display list | No |
| Sega Master System (Platform) & Game Gear (Platform) | 1985 | 1, 2× integer, 1, 2× vertical | Background tile mirroring |
| MSX2 | 1985 | 1, 2× integer | Horizontal and vertical mirroring |
| Sega OutRun | 1986 | Yes, anisotropic | Horizontal and vertical mirroring |
| Namco System 2 | 1987 | Yes, anisotropic | Yes, affine |
| PC-Engine / TurboGrafx-16 | 1987 | No | Horizontal and vertical mirroring |
| Sharp X68000 (Platform) | 1987 | 1, 2× integer | Horizontal and vertical mirroring |
| Sega X Board | 1987 | Yes, anisotropic | Yes, affine |
| Taito Ninja Warriors | 1987 | No | Horizontal and vertical mirroring |
| Taito Z System | 1987 | Yes, anisotropic | Horizontal and vertical mirroring |
| Capcom CPS | 1988 | No | Horizontal and vertical mirroring |
| Sega System 24 | 1988 | Yes, anisotropic | Horizontal and vertical mirroring |
| Sega Y Board | 1988 | Yes, anisotropic | Yes, affine |
| Taito B System | 1988 | Sprite shrinking | Horizontal and vertical mirroring |
| MSX2+ andamp;amp;amp; MSX TurboR | 1988 | 1, 2× integer | Horizontal and vertical mirroring |
| Sega Mega Drive / Genesis | 1988 | 1, 2× integer | Horizontal and vertical mirroring |
| Fujitsu FM Towns | 1989 | 1, 2× vertical, 1, 2, 3, 4, 5× horizontal | Horizontal and vertical mirroring |
| SuperGrafx (Platform) | 1989 | No | Horizontal and vertical mirroring |
| Amstrad Plus | 1990 | 1, 2, 4× vertical, 1, 2, 4× horizontal | No |
| Neo Geo (Platform) | 1990 | Sprite shrinking | Horizontal and vertical mirroring |
| Sega System 32 | 1990 | Yes, anisotropic | Yes, affine |
| Super Famicom andamp;amp;amp; SNES | 1990 | Background, affine | Background affine rotation and sprite mirroring |
| Amiga (Platform) (AGA) | 1992 | Vertical by display list | No |
| Taito SZ System | 1992 | Yes, anisotropic | Horizontal and vertical mirroring |
| Atari Jaguar | 1993 | Yes, anisotropic | Yes, affine |
| Capcom CPS2 | 1993 | No | Horizontal and vertical mirroring |
| Sega Saturn & ST-V | 1994 | Yes, anisotropic | Yes, affine and distortion |
| Sony PlayStation | 1994 | Yes, anisotropic | Yes, affine |
| Capcom CPS3 | 1996 | Yes, anisotropic | Horizontal and vertical mirroring |
| Data East MLC System | 1996 | Yes, anisotropic | Horizontal and vertical mirroring |
| Hyper Neo Geo 64 | 1997 | Yes, anisotropic | Yes, affine |
| Game Boy Advance (Platform) | 2001 | Yes, affine | Yes, affine |
| Nintendo DS (Platform) | 2004 | Yes affine | Yes, affine |
| Systems / Chips | Year | Zooming / Scaling | Rotation |
- 198X (Game)
- 3-D Frog Man (Game)
- A.B. Cop (Game)
- AH-3 Thunderstrike (Game)
- APB (Game)
- After Burner (Game)
- After Burner II (Game)
- After Burner III (Game)
- Air Rescue (Game)
- Airwolf (Game)
- Alantia: Legend of Blue Star (Game)
- Alien Breed 3D (Game)
- Alien Breed 3D II: The Killing Grounds (Game)
- Alien Trilogy (Game)
- Alien³: The Gun (Game)
- Antonblast (Game)
- Antz Extreme Racing (Game)
- Aqua Jack (Game)
- Aquaventura (Game)
- Arabian Fight (Game)
- Armored Trooper Votoms: Dead Ash (Game)
- Art of Fighting (Game)
- Art of Fighting 2 (Game)
- Art of Fighting 3: The Path of The Warrior (Game)
- Atari Karts (Game)
- Awesome (Game)
- BC Racers (Game)
- BS F-Zero 2 Grand Prix (Game)
- BS F-Zero Grand Prix (Game)
- Ballistic: Ecks vs. Sever (Game)
- Banjo-Pilot (Game)
- Baseball Stars 2 (Game)
- Batman Returns (Game)
- Battle Monsters (Game)
- Battle Out Run (Game)
- Battle Racers (Game)
- Battlecorps (Game)
- Battletoads (Game)
- Big Run (Game)
- Blake Stone: Aliens of Gold (Game)
- Blake Stone: Planet Strike (Game)
- Blood (Game)
- Blood Gear (Game)
- Bloodshot (Game)
- Breath of Fire III (Game)
- Breath of Fire IV (Game)
- Buck Rogers: Planet of Zoom (Game)
- Bunker Punks (Game)
- Burning Force (Game)
- Cartoon Network Speedway (Game)
- Castle Crashers (Game)
- Castlevania: Symphony of the Night (Game)
- Catacomb 3-D (Game)
- Chase H.Q. II: Special Criminal Investigation (Game)
- Chex Quest (Game)
- Chex Quest 2 (Game)
- Chex Quest 3 (Game)
- Circa Infinity (Game)
- Cisco Heat: All American Police Car Race (Game)
- Cocoto Kart Racer (Game)
- Continental Circus (Game)
- Contra III: The Alien Wars (Game)
- Cool Riders (Game)
- Corridor 7: Alien Invasion (Game)
- Cosmic Carnage (Game)
- Crash Nitro Kart (Game)
- Crossed Swords (Game)
- Crowns Golf In Hawaii (Game)
- Crypt Killer (Game)
- Crysis (Game)
- Curse of the Catacombs (Game)
- Cyber-Cop (Game)
- Cycle Warriors (Game)
- Damage Incorporated (Game)
- Dark Arena (Game)
- Dark Edge (Game)
- Demon's Crest (Game)
- Descent (Game)
- Digimon Racing (Game)
- Disgaea: Hour of Darkness (Game)
- Doom 64 (Game)
- Doom II: Hell on Earth (Game)
- Double Dragon (Game)
- Dragon Ball Z V.R.V.S (Game)
- Dragon Gun (Game)
- Dragon Quest IV: Chapters of the Chosen (Game)
- Dragon Quest IX: Sentinels of the Starry Skies (Game)
- Dragon Quest V: Hand of the Heavenly Bride (Game)
- Dragon Quest VI: Realms of Revelation (Game)
- Dragon Quest VII: Fragments of the Forgotten Past (Game)
- Dragon View (Game)
- Dragoon Might (Game)
- Drakkhen (Game)
- Drift King Shutokou Battle '94 (Game)
- Drift King Shutokou Battle 2 (Game)
- Duke Caribbean: Life's A Beach (Game)
- Duke Nukem 3D (Game)
- Duke Nukem 3D: Plutonium Pak (Game)
- Duke Nukem Advance (Game)
- Duke it out in D.C. (Game)
