Not exact matches
Whereas the console version of Street Fighter IV was a fully polygonal 3D
game, the mobile version took the strange approach of pre-rendering
scaled down versions of those same console fighter models and animating them into the
game like a more typical
sprite - based 2D fighting
game.
The
game retained the
sprite - based look of its predecessors, but used the extra muscle of the hardware to introduce new features such as battlefield
scaling to focus in on different areas of the combat screen.
On the topic of pixelart, Italian illustrator Totto Renna created this impressive piece, a city populated with familiar video
game sprites, a smaller
scale version of Gary J Lucken's pixelart poster for Edge susbcribers.
The
sprite scaling was so smooth it really looked like a 3D
game.
The large,
scaling sprites made this an impressive
game way back when, but over time it hasn't held up very well.
Using the 3D scrolling techniques Sega pioneered for their racing
game Hang - On, Space Harrier flings you forward at breakneck speed as you avoid colliding with
scaling sprites rapidly coming up from the horizon.
While the
game sounds like After Burner with a helicopter, Thunder Blade stands out with differing view changes and ingenious
sprite scaling techniques.