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Sprite/Polygon Mix

 Sprite/Polygon Mix
type
FeatureClass
 Sprite/Polygon Mix
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Sprite/Polygon Mix
 Sprite/Polygon Mix
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SpritePolygonMix
 Sprite/Polygon Mix
comment
While some games can be nothing but sprite graphics or Polygonal Graphics, some games mix them up.
This is usually for technical reasons (as the difference between polygons and sprites is usually obvious). Polygon graphics had been around for years, but it wasn't until the 90s that extensive polygon graphics would be practical and affordable for mass market games. Even in those days, polygon counts, texture resolution, shading, mapping, etc. were very limited at the time, at least for systems people could actually afford.
It was possible to make everything out of polygons (save for things like the HUD), but only with certain types of games, and they still had to make some sacrifices (like an extremely limited color depth in the textures). This trope is about games that relied on a combination of sprites and polygon models to get the most details in one scene. (Combining sprites and polygons was made practical by the technical fact that most video game systems since the PlayStation use the same video processing chip to render both, and usually make no distinction between 2D sprites and flat polygonal objects that are always positioned to face forward.)
There are two forms of this: building the background areas as 3D scenes, with heavily scaling and rotating sprites as characters/objects (a technique called "billboarding"). Alternatively, games would use full-screen bitmaps as the backgrounds, with characters and objects built as polygon models in the foreground.
Billboarding faced a problem. Since the environment itself is 3D, the environment could theoretically be viewed from any angle. But sprites are generally designed to only look reasonable from a particular direction. Games used a variety of tools to work around this limitation.
One tool was to restrict the camera to pan, tilt, and zoom, without rotation. Thus, the camera could slide sideways and up/down, but never change the angle of view for sprites.
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 rolling spheres in Super Mario 64.
Other games developed a plethora of sprites, all drawn (or pre-rendered) from different viewing angles. The game simply selects which sprite to draw based on which direction it is being viewed from.
Another solution to create a pseudo-3D sprite object with a high level of detail is to use two sprites, arranged at right angles. This looks moderately okay from every angle, but not very good from any; this is particularly true if it can be viewed from above, where it will look like a letter x made of single-pixel lines. This is sometimes still used for grass and other insubstantial-yet-complex plant life that will need to be repeated extensively, especially if it needs to be semi-transparent.
And sometimes, games would just accept the limitations of their day, having an obviously non-spherical object constantly facing the camera.
Systems from the Sega Dreamcast onward (with the exception of the DS, which is more or less equivalent to the 5th generation) have largely dropped this, due to the huge polygon counts allowing full 3-D models of even the smallest objects, and have the texture resolution to show the detail of those objects. Some extremely complex effects such as smoke, explosions and fire are normally still rendered as two-dimensional objects; this is hardly surprising, as even big-budget CGI movies tend to use practical effects rather than attempt to simulate these. This trope does continue in spirit in even the latest games, with 2D effects being used in place of more complex geometry; bump and normal mapping both operate by using a 2D image to add detail to a 3D object without using additional polygons.
It should be noted that the horizon and the sky in even recent games are usually pre-rendered and then drawn onto the interior of a cylinder, sphere, or hemisphere, since it would be an unnecessary waste of processing power to create such distant objects as level geometry. Effects such as snow and rain are usually also achieved this way, by creating a series of concentric cylinders with an animated rain effect mapped to them, which are centered on the player's position.
Can overlap with Video Game 3D Leap, Digitized Sprites. Compare 2D Visuals, 3D Effects, where obvious CGI elements are used in otherwise 2D animation.

Examples
 Sprite/Polygon Mix
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 Sprite/Polygon Mix
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Dropped link to Castlevania: Not an Item - CAT
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TempleOfElementalEvil
 Sprite/Polygon Mix
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DBTropes
 Sprite/Polygon Mix / int_1077f3ae
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Sprite/Polygon Mix
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Triangle Strategy, a Turn-Based Strategy game in the style of classic Squaresoft strategy games like Tactics Ogre.
 Sprite/Polygon Mix / int_1077f3ae
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1.0
 Sprite/Polygon Mix / int_1077f3ae
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1.0
 Triangle Strategy (Video Game)
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Sprite/Polygon Mix / int_1077f3ae
 Sprite/Polygon Mix / int_10d303a2
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_10d303a2
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Shin Megami Tensei IV and Shin Megami Tensei IV: Apocalypse have the overworld composed of 3D polygons and textures but battles entirely consisting of sprites.
 Sprite/Polygon Mix / int_10d303a2
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1.0
 Sprite/Polygon Mix / int_10d303a2
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1.0
 Shin Megami Tensei IV (Video Game)
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Sprite/Polygon Mix / int_10d303a2
 Sprite/Polygon Mix / int_11abb73e
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_11abb73e
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Virtual Hydlide has characters, items and trees rendered as sprites over polygonal backgrounds.
 Sprite/Polygon Mix / int_11abb73e
featureApplicability
1.0
 Sprite/Polygon Mix / int_11abb73e
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1.0
 Hydlide (Video Game)
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Sprite/Polygon Mix / int_11abb73e
 Sprite/Polygon Mix / int_15a7a70a
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_15a7a70a
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Dandara is a 2D game throughout its entire length, but its True Final Boss, Tormenta, and the tornado the fight is in are 3D models. Given Tormenta is an Eldritch Abomination, it fits its theme as something "wrong" that shouldn't possibly exist.
 Sprite/Polygon Mix / int_15a7a70a
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1.0
 Sprite/Polygon Mix / int_15a7a70a
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1.0
 Dandara (Video Game)
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Sprite/Polygon Mix / int_15a7a70a
 Sprite/Polygon Mix / int_1646abde
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_1646abde
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SpongeBob SquarePants: SuperSponge features 2D sprites for SpongeBob 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.
 Sprite/Polygon Mix / int_1646abde
featureApplicability
1.0
 Sprite/Polygon Mix / int_1646abde
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1.0
 SpongeBob SquarePants: SuperSponge (Video Game)
hasFeature
Sprite/Polygon Mix / int_1646abde
 Sprite/Polygon Mix / int_16ca9c3
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_16ca9c3
comment
Most of the graphics in this UbiArt Framework-based game are 2D, with the exception of some 3D models like Aurora, Norah, and a few others. This extends to the earlier UbiArt-based Rayman Legends and possibly Origins.
 Sprite/Polygon Mix / int_16ca9c3
featureApplicability
1.0
 Sprite/Polygon Mix / int_16ca9c3
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1.0
 Rayman Legends (Video Game)
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Sprite/Polygon Mix / int_16ca9c3
 Sprite/Polygon Mix / int_19392786
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_19392786
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Disney's Hercules Action Game rather awkwardly has 2D cel-animated characters amid 3D scenery and enemies.
 Sprite/Polygon Mix / int_19392786
featureApplicability
1.0
 Sprite/Polygon Mix / int_19392786
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 Hercules (Video Game)
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Sprite/Polygon Mix / int_19392786
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Sprite/Polygon Mix
 Sprite/Polygon Mix / int_1a1a594f
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The Battlefield series of shooters until Battlefield 2 all use right-angled sprites for tall grass and other concealment. This is a rude awakening for novice snipers, who happily park themselves in tall grass on hills and plink at distant enemies, unaware that they are not only visible but sitting on a giant X, from the perspective of aircraft.
Battlefield 2 has a minor use of this: weapons are normally polygon models, but when aiming down their sights they become sprites, albeit ones so well-detailed that, except for the US Spec Ops' M4A1 (which magically loses its front sight while staring through its red dot scope), it's nearly impossible to tell.
Most shooters still use this for sniper rifles, replacing the 3D weapon model with a 2D scope overlay. Only a handful of games in recent years, like Killing Floor and Call of Duty: Ghosts, have sniper scopes properly magnify only their own image like a real-world one, rather than faking it by zooming in your entire field of view.
 Sprite/Polygon Mix / int_1a1a594f
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1.0
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1.0
 Battlefield (Video Game)
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Sprite/Polygon Mix / int_1a1a594f
 Sprite/Polygon Mix / int_1a76a111
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_1a76a111
comment
The original Crash Bandicoot trilogy has this for, obviously enough, wumpa fruits, as well as several visual effects or the "CHECKPOINT" letters. And yet the spinoff, Crash Team Racing, 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.
 Sprite/Polygon Mix / int_1a76a111
featureApplicability
1.0
 Sprite/Polygon Mix / int_1a76a111
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1.0
 Crash Bandicoot (Video Game)
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Sprite/Polygon Mix / int_1a76a111
 Sprite/Polygon Mix / int_1c643ca5
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_1c643ca5
comment
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.
 Sprite/Polygon Mix / int_1c643ca5
featureApplicability
1.0
 Sprite/Polygon Mix / int_1c643ca5
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1.0
 Cloudphobia (Video Game)
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Sprite/Polygon Mix / int_1c643ca5
 Sprite/Polygon Mix / int_1cc11947
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Sprite/Polygon Mix
 Sprite/Polygon Mix / int_1cc11947
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Descent is the ancestor of true 3D shooters, and is notable in that, while its enemies and levels are rendered in 3D with polygons, all powerups and items, as well as some weapon effects, are rendered with sprites.
 Sprite/Polygon Mix / int_1cc11947
featureApplicability
1.0
 Sprite/Polygon Mix / int_1cc11947
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1.0
 Descent (Video Game)
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Sprite/Polygon Mix / int_1cc11947
 Sprite/Polygon Mix / int_21e321da
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Sprite/Polygon Mix
 Sprite/Polygon Mix / int_21e321da
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Dragon Quest VII: 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.
 Sprite/Polygon Mix / int_21e321da
featureApplicability
1.0
 Sprite/Polygon Mix / int_21e321da
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1.0
 Dragon Quest VII (Video Game)
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Sprite/Polygon Mix / int_21e321da
 Sprite/Polygon Mix / int_23a937ec
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_23a937ec
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Rayman 2: The Great Escape has pickups made from sprites. In the PlayStation 2 port (titled Rayman Revolution), however, the pickups are now full polygon models.
 Sprite/Polygon Mix / int_23a937ec
featureApplicability
1.0
 Sprite/Polygon Mix / int_23a937ec
featureConfidence
1.0
 Rayman 2: The Great Escape (Video Game)
hasFeature
Sprite/Polygon Mix / int_23a937ec
 Sprite/Polygon Mix / int_255e22be
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_255e22be
comment
Legend of Mana features detailed bitmaps for backgrounds and very detailed sprites, but uses the polygon processing power to stretch and distort characters when they dash or shove characters. Beyond that, when using a magic spell that affects a field, while charging the spell, polygons outline the area of effect.
 Sprite/Polygon Mix / int_255e22be
featureApplicability
1.0
 Sprite/Polygon Mix / int_255e22be
featureConfidence
1.0
 Legend of Mana (Video Game)
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Sprite/Polygon Mix / int_255e22be
 Sprite/Polygon Mix / int_2c71840f
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_2c71840f
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Tomb Raider and Tomb Raider II use sprites for pickup objects and level decorations. They are billboarded, leading to a little bit of Nightmare Fuel in the first game with a screaming skull object wrapped in vines that always stares right at you. Starting from Tomb Raider III, everything, including pickups, is in full 3D.
What's especially odd about this is that the pickups that use sprites when seen in the overworld are rendered in full 3D in the inventory.
 Sprite/Polygon Mix / int_2c71840f
featureApplicability
1.0
 Sprite/Polygon Mix / int_2c71840f
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1.0
 Tomb Raider I (Video Game)
hasFeature
Sprite/Polygon Mix / int_2c71840f
 Sprite/Polygon Mix / int_2cb2e5ed
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Sprite/Polygon Mix
 Sprite/Polygon Mix / int_2cb2e5ed
comment
Breath of Fire IV uses the same engine, but with even better details on the polygon backgrounds.
 Sprite/Polygon Mix / int_2cb2e5ed
featureApplicability
1.0
 Sprite/Polygon Mix / int_2cb2e5ed
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1.0
 Breath of Fire IV (Video Game)
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Sprite/Polygon Mix / int_2cb2e5ed
 Sprite/Polygon Mix / int_2d4038a1
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Sprite/Polygon Mix
 Sprite/Polygon Mix / int_2d4038a1
comment
Utilized in DuckTales Remastered. Characters are 2D images, but the background and most items are made up of polygons.
 Sprite/Polygon Mix / int_2d4038a1
featureApplicability
1.0
 Sprite/Polygon Mix / int_2d4038a1
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1.0
 DuckTales (Video Game)
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Sprite/Polygon Mix / int_2d4038a1
 Sprite/Polygon Mix / int_2dcac970
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Sprite/Polygon Mix
 Sprite/Polygon Mix / int_2dcac970
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Mischief Makers uses sprite objects, but polygonal levels. To make things more confusing, the sprites are clearly based off of 3D models. The effect is... interesting.
 Sprite/Polygon Mix / int_2dcac970
featureApplicability
1.0
 Sprite/Polygon Mix / int_2dcac970
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1.0
 Mischief Makers (Video Game)
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Sprite/Polygon Mix / int_2dcac970
 Sprite/Polygon Mix / int_2ffcbd43
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Sprite/Polygon Mix
 Sprite/Polygon Mix / int_2ffcbd43
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Fire Emblem: In Awakening, Fates and Echoes: Shadows of Valentia, characters are depicted with sprites while the geography uses models while overlooking the map during battle.
 Sprite/Polygon Mix / int_2ffcbd43
featureApplicability
1.0
 Sprite/Polygon Mix / int_2ffcbd43
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1.0
 FireEmblem
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Sprite/Polygon Mix / int_2ffcbd43
 Sprite/Polygon Mix / int_31e1eca3
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Sprite/Polygon Mix
 Sprite/Polygon Mix / int_31e1eca3
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The 4th (Diamond/Pearl/Platinum, HeartGold/SoulSilver) and 5th (Black/White, Black 2/White 2) generation Pokémon games use a 3D environment, but 2D sprites for the characters, Pokémon, and certain objects. This is most apparent in the 5th Generation, where you would have places like Castelia City, which featured curving roads and structures, while your PC would remain flat, looking only in one of the four cardinal directions.
 Sprite/Polygon Mix / int_31e1eca3
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1.0
 Sprite/Polygon Mix / int_31e1eca3
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1.0
 Pokémon Diamond and Pearl (Video Game)
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Sprite/Polygon Mix / int_31e1eca3
 Sprite/Polygon Mix / int_32cfba4f
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Sprite/Polygon Mix
 Sprite/Polygon Mix / int_32cfba4f
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Jimmy Neutron: Boy Genius has polygonal graphics for everything except the various collectible items, which are sprites. The fact that they are high-resolution enough to look like photographs in comparison to the somewhat archaic (even for the time) graphics makes the juxtaposition somewhat jarring
 Sprite/Polygon Mix / int_32cfba4f
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1.0
 Sprite/Polygon Mix / int_32cfba4f
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1.0
 Jimmy Neutron: Boy Genius (Video Game)
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Sprite/Polygon Mix / int_32cfba4f
 Sprite/Polygon Mix / int_331e009
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Sprite/Polygon Mix
 Sprite/Polygon Mix / int_331e009
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Gearbox Software's Borderlands 2, Borderlands: The Pre-Sequel! and Battleborn does this, but only for introducing NPCs and Boss characters. It is done as 2D text and background covering the normal background to produce a billboard effect.
 Sprite/Polygon Mix / int_331e009
featureApplicability
1.0
 Sprite/Polygon Mix / int_331e009
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1.0
 Borderlands 2 (Video Game)
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Sprite/Polygon Mix / int_331e009
 Sprite/Polygon Mix / int_344f4c2a
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Sprite/Polygon Mix
 Sprite/Polygon Mix / int_344f4c2a
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Handled extremely well in the New Super Mario Bros. games — Mario and several enemies are the only 3D objects.
 Sprite/Polygon Mix / int_344f4c2a
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1.0
 Sprite/Polygon Mix / int_344f4c2a
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1.0
 New Super Mario Bros. (Video Game)
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Sprite/Polygon Mix / int_344f4c2a
 Sprite/Polygon Mix / int_3565350a
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Sprite/Polygon Mix
 Sprite/Polygon Mix / int_3565350a
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Advance and A2 have sprites with Isometric Projection for both maps and character, but Scions in the latter and some attacks are polygonal.
 Sprite/Polygon Mix / int_3565350a
featureApplicability
1.0
 Sprite/Polygon Mix / int_3565350a
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1.0
 Final Fantasy Tactics Advance (Video Game)
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Sprite/Polygon Mix / int_3565350a
 Sprite/Polygon Mix / int_3a64aba3
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Sprite/Polygon Mix
 Sprite/Polygon Mix / int_3a64aba3
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Shantae: In the later games, most friendly characters, enemies, and bosses are rendered as 2D sprites on 3D-rendered backgrounds.
 Sprite/Polygon Mix / int_3a64aba3
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1.0
 Sprite/Polygon Mix / int_3a64aba3
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 Shantae (Video Game)
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Sprite/Polygon Mix / int_3a64aba3
 Sprite/Polygon Mix / int_3aab82a
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Sprite/Polygon Mix
 Sprite/Polygon Mix / int_3aab82a
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All distant trees in Just Cause 2 are flat sprites; it's usually not too obvious unless you're flying in a helicopter over a forest, in which case the trees will visibly rotate as you pass them.
 Sprite/Polygon Mix / int_3aab82a
featureApplicability
1.0
 Sprite/Polygon Mix / int_3aab82a
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1.0
 Just Cause (Video Game)
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Sprite/Polygon Mix / int_3aab82a
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Sprite/Polygon Mix
 Sprite/Polygon Mix / int_3b7abee2
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In many of Valve's games like Half-Life and Left 4 Dead, nearly everything is rendered in polygons, but plant objects like shrubs and clumps of grass are rendered as sprites.
In Half-Life, those aren't sprites, but rather extremely (1 unit) thin boxes with a plant texture on the 2 big sides and an invisible texture for the thin ones.
 Sprite/Polygon Mix / int_3b7abee2
featureApplicability
1.0
 Sprite/Polygon Mix / int_3b7abee2
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 Half-Life (Video Game)
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Sprite/Polygon Mix / int_3b7abee2
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Sprite/Polygon Mix
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Super Mario 64:
The trees are billboarded sprites, while most other parts of the environment are polygons.
The coins are billboarded sprites too, although this is camouflaged—a 2D animation of a spinning coin is used to create the illusion of the coins being 3D objects. They were changed to 3D models in the DS version, which is why they seem to rotate more smoothly, but are less round.
Anything spherical is a sprite: Bob-Ombs, those cannonballs that roll around in the first main level, and the Skeeters.
Mario 64 also features an inversion of this trope, where a 3D effect is used to create a 2D effect. This is the mirror room; rather than use light sourcing and surface properties to create a mirrored surface, the room itself is mirrored and bisected by a transparent wall where the mirror is supposed to be. A second Mario is placed in the other side of the room and mirrors the player's control input. This is actually a commonly used trick in games even today; it allows realistic reflections without resorting to framebuffer effects (which are limited by the internal render resolution and look pixellated up close), non-dynamic reflection mapping, or hardware-intensive real-time raytracing. However, it only works with flat mirrors. Taken to an extreme in the DS re-release, where the player can grab 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.
 Sprite/Polygon Mix / int_3e5c6c5a
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1.0
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 Super Mario 64 (Video Game)
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Sprite/Polygon Mix / int_3e5c6c5a
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Sprite/Polygon Mix
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Commandos 2 & 3. 3 have entirely 3D indoor areas, but the outdoors are still 2D.
 Sprite/Polygon Mix / int_3ed9bbbc
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1.0
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 Commandos (Video Game)
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Sprite/Polygon Mix / int_3ed9bbbc
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Sprite/Polygon Mix
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Baten Kaitos has several (very bizarre) pre-rendered landscapes.
 Sprite/Polygon Mix / int_4110f1d0
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1.0
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 Baten Kaitos (Video Game)
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Sprite/Polygon Mix / int_4110f1d0
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Sprite/Polygon Mix
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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.
 Sprite/Polygon Mix / int_4499d6a0
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1.0
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1.0
 Grandia (Video Game)
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Sprite/Polygon Mix / int_4499d6a0
 Sprite/Polygon Mix / int_46431049
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Sprite/Polygon Mix
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Guardian Tales uses this to invoke nostalgia onto its players - your team of characters, the enemies, findable weapons, and drops from chests are all 2d sprites that have 4 possible angles, but the environment is full 3D. Both the small screen due to this being a mobile phone game and also both the sprites and the environment being cartoonish help.
 Sprite/Polygon Mix / int_46431049
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1.0
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 Guardian Tales (Video Game)
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Sprite/Polygon Mix / int_46431049
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Sprite/Polygon Mix
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Final Fantasy VII, VIII and IX use 2D backgrounds except for the world map, which is fully 3D. They also have a few cases of FMV backgrounds, mainly in the form of the character running into a scene and it turning from bitmap to FMV. The Chaos Rings series are later Square Enix RPGs with the same style.
 Sprite/Polygon Mix / int_49a87cb3
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1.0
 Sprite/Polygon Mix / int_49a87cb3
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1.0
 Final Fantasy VII (Video Game)
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Sprite/Polygon Mix / int_49a87cb3
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Sprite/Polygon Mix
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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.
Many weapons in the game have little embellishments on their hilts (small pieces of cloth, a ball tied to a string, so on) that are sprites of the "same angle no matter where you look" variety.
 Sprite/Polygon Mix / int_49ad83ee
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1.0
 Sprite/Polygon Mix / int_49ad83ee
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1.0
 World of Warcraft (Video Game)
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Sprite/Polygon Mix / int_49ad83ee
 Sprite/Polygon Mix / int_4ce969a9
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_4ce969a9
comment
Well, not completely impossible. Marathon has a pseudo-3D engine, but is capable of having rooms above rooms, or even rooms that are distinct, yet occupy the same "space" as each other.
 Sprite/Polygon Mix / int_4ce969a9
featureApplicability
1.0
 Sprite/Polygon Mix / int_4ce969a9
featureConfidence
1.0
 Marathon (Video Game)
hasFeature
Sprite/Polygon Mix / int_4ce969a9
 Sprite/Polygon Mix / int_5059e565
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_5059e565
comment
The first two Test Drive parts started out with this mixture. The tracks themselves were made of untextured polygons. The cars were pixel sprites drawn — in various sizes since 1980s hardware didn't allow for quick scaling of pixel graphics — from the front and the rear end for use on the tracks and, except for police and traffic cars, from the left. Also, the dashboard and the steering wheel of the player's car were done in quite gorgeous photo-realistic pixel graphics. Considering what racing games looked like before Test Drive, it's clear that this was easily the best-looking and most realistic racing game of its time. Nonetheless, it ran on an Amiga 500.
 Sprite/Polygon Mix / int_5059e565
featureApplicability
1.0
 Sprite/Polygon Mix / int_5059e565
featureConfidence
1.0
 Test Drive (Video Game)
hasFeature
Sprite/Polygon Mix / int_5059e565
 Sprite/Polygon Mix / int_52cac107
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_52cac107
comment
Mario Kart 64 - Practically everything that isn't background is 2-D, including the playable characters and their karts.
 Sprite/Polygon Mix / int_52cac107
featureApplicability
1.0
 Sprite/Polygon Mix / int_52cac107
featureConfidence
1.0
 Mario Kart 64 (Video Game)
hasFeature
Sprite/Polygon Mix / int_52cac107
 Sprite/Polygon Mix / int_5311d36a
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_5311d36a
comment
In Viva Piñata: Pocket Paradise, the piñatas, characters, and produce are 3D models, while the backgrounds, buildings, and plants are pre-rendered sprites.
 Sprite/Polygon Mix / int_5311d36a
featureApplicability
1.0
 Sprite/Polygon Mix / int_5311d36a
featureConfidence
1.0
 Viva Piñata (Video Game)
hasFeature
Sprite/Polygon Mix / int_5311d36a
 Sprite/Polygon Mix / int_556e9c56
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_556e9c56
comment
Child of Light:
Most of the graphics in this UbiArt Framework-based game are 2D, with the exception of some 3D models like Aurora, Norah, and a few others. This extends to the earlier UbiArt-based Rayman Legends and possibly Origins.
More specifically, the Ubiart Framework is a 2.5D game engine where levels can be constructed out of hundreds of 2D planes placed arbitrarily in 3D space, allowing for both complex parallax effects, as well as allowing 3D models to be easily integrated into the scene.
 Sprite/Polygon Mix / int_556e9c56
featureApplicability
1.0
 Sprite/Polygon Mix / int_556e9c56
featureConfidence
1.0
 Child of Light / Videogame
hasFeature
Sprite/Polygon Mix / int_556e9c56
 Sprite/Polygon Mix / int_5586ce95
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_5586ce95
comment
The first three Mario Party games, released on the Nintendo 64, have every board as a 2D graphic with 3D characters moving on top of it. Some minigames also have 2D backgrounds.
 Sprite/Polygon Mix / int_5586ce95
featureApplicability
1.0
 Sprite/Polygon Mix / int_5586ce95
featureConfidence
1.0
 Mario Party (Video Game)
hasFeature
Sprite/Polygon Mix / int_5586ce95
 Sprite/Polygon Mix / int_563d9c1a
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_563d9c1a
comment
Killer Instinct Gold for the Nintendo 64 used 3D rendered backgrounds instead of the pre-rendered ones in Killer Instinct 2. This was because the latter used videos that were streamed from a hard drive in the arcade board that couldn't fit in the N64's cartridge format.
 Sprite/Polygon Mix / int_563d9c1a
featureApplicability
1.0
 Sprite/Polygon Mix / int_563d9c1a
featureConfidence
1.0
 Killer Instinct (Video Game)
hasFeature
Sprite/Polygon Mix / int_563d9c1a
 Sprite/Polygon Mix / int_59215319
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_59215319
comment
Persona 2 had 2D sprites for the characters, while the dungeons were 3D polygons. Early builds of Persona 3 also planned to use this style, before it was scrapped for fully 3D graphics.
 Sprite/Polygon Mix / int_59215319
featureApplicability
1.0
 Sprite/Polygon Mix / int_59215319
featureConfidence
1.0
 Persona 2 (Video Game)
hasFeature
Sprite/Polygon Mix / int_59215319
 Sprite/Polygon Mix / int_5e91c7a
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_5e91c7a
comment
Resident Evil through Resident Evil 3: Nemesis, Resident Evil 0, and parts of Resident Evil: Outbreak. The way the backgrounds in the early Resident Evil games work is that every room is a simple rectangle or box and textures are used to simulate a believable looking room, including doors (though the few doors that opened that were not a part of a loading screen were rendered as 3D objects). The effect is very noticeable if a monster is killed very close to a wall and their body appears to clip or float through the wall.
 Sprite/Polygon Mix / int_5e91c7a
featureApplicability
1.0
 Sprite/Polygon Mix / int_5e91c7a
featureConfidence
1.0
 Resident Evil (Video Game)
hasFeature
Sprite/Polygon Mix / int_5e91c7a
 Sprite/Polygon Mix / int_612cfd29
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_612cfd29
comment
ClayFighter 63â…“ has polygonal backgrounds, but the characters are sprites... sprites that are done with claymation. Very strange blend.
 Sprite/Polygon Mix / int_612cfd29
featureApplicability
1.0
 Sprite/Polygon Mix / int_612cfd29
featureConfidence
1.0
 ClayFighter (Video Game)
hasFeature
Sprite/Polygon Mix / int_612cfd29
 Sprite/Polygon Mix / int_6185255a
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_6185255a
comment
The original Alone in the Dark trilogy, providing the template for most later Survival Horror games.
 Sprite/Polygon Mix / int_6185255a
featureApplicability
1.0
 Sprite/Polygon Mix / int_6185255a
featureConfidence
1.0
 Alone in the Dark (Video Game)
hasFeature
Sprite/Polygon Mix / int_6185255a
 Sprite/Polygon Mix / int_63ac9ac1
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_63ac9ac1
comment
Sonic the Hedgehog 4: Episode I is an interesting mix of various elements. The characters, bosses, and enemies are prerendered polygon 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.
 Sprite/Polygon Mix / int_63ac9ac1
featureApplicability
1.0
 Sprite/Polygon Mix / int_63ac9ac1
featureConfidence
1.0
 Sonic the Hedgehog 4 (Video Game)
hasFeature
Sprite/Polygon Mix / int_63ac9ac1
 Sprite/Polygon Mix / int_67005ac3
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_67005ac3
comment
SH predecessor Koudelka, as well.
 Sprite/Polygon Mix / int_67005ac3
featureApplicability
1.0
 Sprite/Polygon Mix / int_67005ac3
featureConfidence
1.0
 Koudelka (Video Game)
hasFeature
Sprite/Polygon Mix / int_67005ac3
 Sprite/Polygon Mix / int_6760b31e
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_6760b31e
comment
NiGHTS into Dreams… has this, with the chips, topians, and enemies being bitmaps to boot.
 Sprite/Polygon Mix / int_6760b31e
featureApplicability
1.0
 Sprite/Polygon Mix / int_6760b31e
featureConfidence
1.0
 NiGHTS into Dreams… (Video Game)
hasFeature
Sprite/Polygon Mix / int_6760b31e
 Sprite/Polygon Mix / int_69a9d669
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_69a9d669
comment
Breath of Fire III is notable in that the textures on the backgrounds made many mistake the background for also being bitmapped at first.
 Sprite/Polygon Mix / int_69a9d669
featureApplicability
1.0
 Sprite/Polygon Mix / int_69a9d669
featureConfidence
1.0
 Breath of Fire III (Video Game)
hasFeature
Sprite/Polygon Mix / int_69a9d669
 Sprite/Polygon Mix / int_6c47db4e
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_6c47db4e
comment
Dynasty Warriors, Samurai Warriors, and Warriors Orochi use billboard sprites for minor things like trees, fences, etc. Other than that, only the HUD uses sprites (for character portraits).
 Sprite/Polygon Mix / int_6c47db4e
featureApplicability
1.0
 Sprite/Polygon Mix / int_6c47db4e
featureConfidence
1.0
 Dynasty Warriors (Video Game)
hasFeature
Sprite/Polygon Mix / int_6c47db4e
 Sprite/Polygon Mix / int_6dd8677c
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_6dd8677c
comment
Command & Conquer: Tiberian Sun and Command & Conquer: Red Alert 2 have isometric backgrounds/buildings and voxel 3D vehicles.
The N64 port of the original game has 3D models for buildings and vehicles, but keep sprites for infantry.
 Sprite/Polygon Mix / int_6dd8677c
featureApplicability
1.0
 Sprite/Polygon Mix / int_6dd8677c
featureConfidence
1.0
 Command & Conquer: Tiberian Sun (Video Game)
hasFeature
Sprite/Polygon Mix / int_6dd8677c
 Sprite/Polygon Mix / int_6ef57be4
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_6ef57be4
comment
The titular dancing Elite Beat Agents are rendered in 3D during gameplay, but the rest of the game (backgrounds included) is hand-drawn.
 Sprite/Polygon Mix / int_6ef57be4
featureApplicability
1.0
 Sprite/Polygon Mix / int_6ef57be4
featureConfidence
1.0
 Elite Beat Agents (Video Game)
hasFeature
Sprite/Polygon Mix / int_6ef57be4
 Sprite/Polygon Mix / int_6f76d71a
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_6f76d71a
comment
The first installment of The Sims uses 3D characters on top of isometric 2D backgrounds and props.
 Sprite/Polygon Mix / int_6f76d71a
featureApplicability
1.0
 Sprite/Polygon Mix / int_6f76d71a
featureConfidence
1.0
 The Sims (Video Game)
hasFeature
Sprite/Polygon Mix / int_6f76d71a
 Sprite/Polygon Mix / int_70ca21df
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_70ca21df
comment
Done for stylistic purposes in PaRappa the Rapper. The characters are paper-thin, cartoonish beings, while the rest of the world is three-dimensional and semi-realistic.
 Sprite/Polygon Mix / int_70ca21df
featureApplicability
1.0
 Sprite/Polygon Mix / int_70ca21df
featureConfidence
1.0
 PaRappa the Rapper (Video Game)
hasFeature
Sprite/Polygon Mix / int_70ca21df
 Sprite/Polygon Mix / int_7109b301
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_7109b301
comment
Mega Man: Maverick Hunter X features 3D renders of everything 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. It is an action game on PSP, which only has so much memory to spend on moving/exploding objects...
 Sprite/Polygon Mix / int_7109b301
featureApplicability
1.0
 Sprite/Polygon Mix / int_7109b301
featureConfidence
1.0
 Mega Man: Maverick Hunter X (Video Game)
hasFeature
Sprite/Polygon Mix / int_7109b301
 Sprite/Polygon Mix / int_71430cc0
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_71430cc0
comment
Breath of Fire:
Breath of Fire III is notable in that the textures on the backgrounds made many mistake the background for also being bitmapped at first.
Breath of Fire IV uses the same engine, but with even better details on the polygon backgrounds.
 Sprite/Polygon Mix / int_71430cc0
featureApplicability
1.0
 Sprite/Polygon Mix / int_71430cc0
featureConfidence
1.0
 BreathOfFire
hasFeature
Sprite/Polygon Mix / int_71430cc0
 Sprite/Polygon Mix / int_72d01723
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_72d01723
comment
The City of Lost Children used the PlayStation standard of polygonal characters moving on bitmap backgrounds.
 Sprite/Polygon Mix / int_72d01723
featureApplicability
1.0
 Sprite/Polygon Mix / int_72d01723
featureConfidence
1.0
 The City of Lost Children (Video Game)
hasFeature
Sprite/Polygon Mix / int_72d01723
 Sprite/Polygon Mix / int_7414f486
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_7414f486
comment
Super Smash Bros. 64 also uses sprite backgrounds for each stage.
 Sprite/Polygon Mix / int_7414f486
featureApplicability
1.0
 Sprite/Polygon Mix / int_7414f486
featureConfidence
1.0
 Super Smash Bros. 64 (Video Game)
hasFeature
Sprite/Polygon Mix / int_7414f486
 Sprite/Polygon Mix / int_742af508
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_742af508
comment
Grim Fandango and Escape from Monkey Island. Grim Fandango evoke the angular style of traditional Mexican folk art to effectively compensate for its polygonal appearance, but Escape from Monkey Island garnered criticism for abandoning the Disney-like cartooning used in its predecessor.
 Sprite/Polygon Mix / int_742af508
featureApplicability
1.0
 Sprite/Polygon Mix / int_742af508
featureConfidence
1.0
 Grim Fandango (Video Game)
hasFeature
Sprite/Polygon Mix / int_742af508
 Sprite/Polygon Mix / int_7565a23b
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_7565a23b
comment
Most shooters still use this for sniper rifles, replacing the 3D weapon model with a 2D scope overlay. Only a handful of games in recent years, like Killing Floor and Call of Duty: Ghosts, have sniper scopes properly magnify only their own image like a real-world one, rather than faking it by zooming in your entire field of view.
 Sprite/Polygon Mix / int_7565a23b
featureApplicability
1.0
 Sprite/Polygon Mix / int_7565a23b
featureConfidence
1.0
 Killing Floor (Video Game)
hasFeature
Sprite/Polygon Mix / int_7565a23b
 Sprite/Polygon Mix / int_76d45579
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_76d45579
comment
Sonic Mania 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 Sonic R. 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 Sega Saturn.
 Sprite/Polygon Mix / int_76d45579
featureApplicability
1.0
 Sprite/Polygon Mix / int_76d45579
featureConfidence
1.0
 Sonic Mania (Video Game)
hasFeature
Sprite/Polygon Mix / int_76d45579
 Sprite/Polygon Mix / int_78942072
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_78942072
comment
BioForge uses fully textured models for all characters and some items, and flat backgrounds. But, for example, the anti-aircraft gun is 3D rendered, but overlaid as flat animation frames.
 Sprite/Polygon Mix / int_78942072
featureApplicability
1.0
 Sprite/Polygon Mix / int_78942072
featureConfidence
1.0
 BioForge (Video Game)
hasFeature
Sprite/Polygon Mix / int_78942072
 Sprite/Polygon Mix / int_7981ca33
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_7981ca33
comment
The WarGames RTS game has buildings, vehicles and mechs in full 3D, but all infantry units are sprites, presumably because making detailed 3D models of suitable size would have been a waste of resources. It results in many players not using infantry at all simply because using mechanized units is so much more pleasing to the eye. See this screenshot.
 Sprite/Polygon Mix / int_7981ca33
featureApplicability
1.0
 Sprite/Polygon Mix / int_7981ca33
featureConfidence
1.0
 WarGames
hasFeature
Sprite/Polygon Mix / int_7981ca33
 Sprite/Polygon Mix / int_7aef764c
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_7aef764c
comment
Azure Dreams has pre-rendered sprites on fully 3D backgrounds.
 Sprite/Polygon Mix / int_7aef764c
featureApplicability
1.0
 Sprite/Polygon Mix / int_7aef764c
featureConfidence
1.0
 Azure Dreams (Video Game)
hasFeature
Sprite/Polygon Mix / int_7aef764c
 Sprite/Polygon Mix / int_7e054fec
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_7e054fec
comment
Outlaws, made with the same engine as Dark Forces, features 3D environments inhabited by 2D sprites representing characters and items.
 Sprite/Polygon Mix / int_7e054fec
featureApplicability
1.0
 Sprite/Polygon Mix / int_7e054fec
featureConfidence
1.0
 Outlaws (Video Game)
hasFeature
Sprite/Polygon Mix / int_7e054fec
 Sprite/Polygon Mix / int_802ca7b
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_802ca7b
comment
GoldenEye and Perfect Dark use 3d models for everything... except explosions, which were still sprites.
 Sprite/Polygon Mix / int_802ca7b
featureApplicability
1.0
 Sprite/Polygon Mix / int_802ca7b
featureConfidence
1.0
 GoldenEye (1997) (Video Game)
hasFeature
Sprite/Polygon Mix / int_802ca7b
 Sprite/Polygon Mix / int_83d41855
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_83d41855
comment
Gargoyles for the Sega Genesis features hand-drawn backgrounds and sprites for organic characters, such as Goliath and the Vikings, and pre-rendered, polygonal models for robotic characters like the Steel Clan.
 Sprite/Polygon Mix / int_83d41855
featureApplicability
1.0
 Sprite/Polygon Mix / int_83d41855
featureConfidence
1.0
 Gargoyles
hasFeature
Sprite/Polygon Mix / int_83d41855
 Sprite/Polygon Mix / int_853d51b9
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_853d51b9
comment
Flight Simulator 2002 is completely 3D - except for clouds. Setting the view mode to Top-Down shows that clouds are actually high-resolution sprites that always face the aircraft, giving the illusion of fully volumetric clouds.
 Sprite/Polygon Mix / int_853d51b9
featureApplicability
1.0
 Sprite/Polygon Mix / int_853d51b9
featureConfidence
1.0
 Microsoft Flight Simulator (Video Game)
hasFeature
Sprite/Polygon Mix / int_853d51b9
 Sprite/Polygon Mix / int_86311675
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_86311675
comment
Ys: The Oath in Felghana, and the PC and PSP versions of Ys VI: The Ark of Napishtim. The PS2 version of the latter has 3D characters.
 Sprite/Polygon Mix / int_86311675
featureApplicability
1.0
 Sprite/Polygon Mix / int_86311675
featureConfidence
1.0
 Ys: The Oath in Felghana / Videogame
hasFeature
Sprite/Polygon Mix / int_86311675
 Sprite/Polygon Mix / int_86814e56
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_86814e56
comment
The Pixel Remaster of Final Fantasy VI, which utilizes the Opera sequence in the HD-2D style.
 Sprite/Polygon Mix / int_86814e56
featureApplicability
1.0
 Sprite/Polygon Mix / int_86814e56
featureConfidence
1.0
 Final Fantasy VI (Video Game)
hasFeature
Sprite/Polygon Mix / int_86814e56
 Sprite/Polygon Mix / int_86e041e3
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_86e041e3
comment
Everything rendered in Second Life are completely 3D, but the default trees have leaves rendered on a flat plane, similar to the cardboard effect used in other games. Users can also create content that act like sprites, but are 3D objects flattened down. Turning on the avatar imposters option can turn people you see into choppy animated 2D sprites if there are too many avatars on the screen at once.
 Sprite/Polygon Mix / int_86e041e3
featureApplicability
1.0
 Sprite/Polygon Mix / int_86e041e3
featureConfidence
1.0
 Second Life (Video Game)
hasFeature
Sprite/Polygon Mix / int_86e041e3
 Sprite/Polygon Mix / int_87c88514
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_87c88514
comment
Mortal Kombat Mythologies: Sub-Zero places the Digitized Sprites the series is well known for in full 3D environments, with some non-human enemies also being 3D models.
 Sprite/Polygon Mix / int_87c88514
featureApplicability
1.0
 Sprite/Polygon Mix / int_87c88514
featureConfidence
1.0
 Mortal Kombat Mythologies: Sub-Zero (Video Game)
hasFeature
Sprite/Polygon Mix / int_87c88514
 Sprite/Polygon Mix / int_8886a671
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_8886a671
comment
The original Shadow Hearts is probably the only PlayStation 2 game to resort to this, and even then only because it was initially developed with the original PlayStation in mind.
SH predecessor Koudelka, as well.
 Sprite/Polygon Mix / int_8886a671
featureApplicability
1.0
 Sprite/Polygon Mix / int_8886a671
featureConfidence
1.0
 Shadow Hearts 1 (Video Game)
hasFeature
Sprite/Polygon Mix / int_8886a671
 Sprite/Polygon Mix / int_88fce462
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_88fce462
comment
For The King of Fighters XII and XIII, the sprites are drawn over polygonal models in a manner similar to rotoscoping. Arc System Works did similarly for BlazBlue.
 Sprite/Polygon Mix / int_88fce462
featureApplicability
1.0
 Sprite/Polygon Mix / int_88fce462
featureConfidence
1.0
 The King of Fighters (Video Game)
hasFeature
Sprite/Polygon Mix / int_88fce462
 Sprite/Polygon Mix / int_8a975c1e
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_8a975c1e
comment
Beyond the Beyond uses this during the battle sequences. It is very painful to watch, since it still uses sprite flipping.
 Sprite/Polygon Mix / int_8a975c1e
featureApplicability
1.0
 Sprite/Polygon Mix / int_8a975c1e
featureConfidence
1.0
 Beyond the Beyond (Video Game)
hasFeature
Sprite/Polygon Mix / int_8a975c1e
 Sprite/Polygon Mix / int_8d1f3bc7
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_8d1f3bc7
comment
In Star Fox, the planet/space scenery backgrounds are fully 2D, with some tilting and occasional distortion effects, overlaid with 3D models. The ground has to appear especially featureless so it would stand in as any generic ground. Also, although most of the objects were 3D, there were a few that were sprites using the SNES scaling, like the asteroids and some of the enemy fire.
 Sprite/Polygon Mix / int_8d1f3bc7
featureApplicability
1.0
 Sprite/Polygon Mix / int_8d1f3bc7
featureConfidence
1.0
 Star Fox (Video Game)
hasFeature
Sprite/Polygon Mix / int_8d1f3bc7
 Sprite/Polygon Mix / int_8f51cbff
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_8f51cbff
comment
Wonder Project J2 for the Nintendo 64 is almost entirely 2D sprites and backgrounds - with the exception of part of the intro cinematic, some action sequences (3D backgrounds with a 2D character sprite), item display in shops, and the world map. The 3D action sequences are considered to be the worst part of an otherwise charming and great game, as they control horribly and look like something out of the SNES's later 3D games, just with slightly higher-res textures and more polygons.
 Sprite/Polygon Mix / int_8f51cbff
featureApplicability
1.0
 Sprite/Polygon Mix / int_8f51cbff
featureConfidence
1.0
 Wonder Project J (Video Game)
hasFeature
Sprite/Polygon Mix / int_8f51cbff
 Sprite/Polygon Mix / int_916f87f3
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_916f87f3
comment
In Radiant Silvergun, the 3D, 2D and pseudo 3D is all over the place. Both 2D and 3D can be found in foreground and background.
 Sprite/Polygon Mix / int_916f87f3
featureApplicability
1.0
 Sprite/Polygon Mix / int_916f87f3
featureConfidence
1.0
 Radiant Silvergun (Video Game)
hasFeature
Sprite/Polygon Mix / int_916f87f3
 Sprite/Polygon Mix / int_924b6d63
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_924b6d63
comment
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.
 Sprite/Polygon Mix / int_924b6d63
featureApplicability
1.0
 Sprite/Polygon Mix / int_924b6d63
featureConfidence
1.0
 Xenogears (Video Game)
hasFeature
Sprite/Polygon Mix / int_924b6d63
 Sprite/Polygon Mix / int_93fc1d2b
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_93fc1d2b
comment
Paper Mario series, whose very title lampshades it. It's in full effect in the first game and Sticker Star, but in the other games, the only things that are really 2D are the items and skyboxes. The characters and some scenery are just 2D sprites on flat polygon frameworks, like the Game and Watch example further down.
 Sprite/Polygon Mix / int_93fc1d2b
featureApplicability
1.0
 Sprite/Polygon Mix / int_93fc1d2b
featureConfidence
1.0
 Paper Mario (Video Game)
hasFeature
Sprite/Polygon Mix / int_93fc1d2b
 Sprite/Polygon Mix / int_95524c46
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_95524c46
comment
Mario & Luigi: Paper Jam is similar: 3D graphics for background scenery, papercraft battles, and the final boss, and sprites for everything else.
 Sprite/Polygon Mix / int_95524c46
featureApplicability
1.0
 Sprite/Polygon Mix / int_95524c46
featureConfidence
1.0
 Mario & Luigi: Paper Jam (Video Game)
hasFeature
Sprite/Polygon Mix / int_95524c46
 Sprite/Polygon Mix / int_959e6cb
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_959e6cb
comment
Dragon Quest IX is mostly 3D, but most minor NPCs are 2D sprites.
 Sprite/Polygon Mix / int_959e6cb
featureApplicability
1.0
 Sprite/Polygon Mix / int_959e6cb
featureConfidence
1.0
 Dragon Quest IX (Video Game)
hasFeature
Sprite/Polygon Mix / int_959e6cb
 Sprite/Polygon Mix / int_9d34190a
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_9d34190a
comment
The Elder Scrolls series has used a mix dating back to Daggerfall. More recent titles in the series, as graphics technology has improved, use polygons for almost everything, while going with sprites for certain objects (like trees) at a distance in order to cut down on CPU processing. By adjusting the graphics settings in-game, you can make it so that sprites are almost never used (which requires more processing) or used entirely for these objects (which cuts way down on processing).
 Sprite/Polygon Mix / int_9d34190a
featureApplicability
1.0
 Sprite/Polygon Mix / int_9d34190a
featureConfidence
1.0
 The Elder Scrolls (Franchise)
hasFeature
Sprite/Polygon Mix / int_9d34190a
 Sprite/Polygon Mix / int_a03e427c
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_a03e427c
comment
Myth: The Fallen Lords was a rare Real-Time Strategy example. The world was fully 3D and included factors like elevation (and weather in the sequel), but units were rendered with sprites.
 Sprite/Polygon Mix / int_a03e427c
featureApplicability
1.0
 Sprite/Polygon Mix / int_a03e427c
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1.0
 MythTheFallenLords
hasFeature
Sprite/Polygon Mix / int_a03e427c
 Sprite/Polygon Mix / int_a2dee471
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_a2dee471
comment
The Legend of Zelda: The Wind Waker uses 2D sprites to represent smoke or dust (other particles are rendered with a true particle system). What's interesting about the sprites used to represent dust is that the sprites appear to be lit by the lighting engine in real-time, giving the appearance of a 3D model.
 Sprite/Polygon Mix / int_a2dee471
featureApplicability
1.0
 Sprite/Polygon Mix / int_a2dee471
featureConfidence
1.0
 The Legend of Zelda: The Wind Waker (Video Game)
hasFeature
Sprite/Polygon Mix / int_a2dee471
 Sprite/Polygon Mix / int_a3402a3
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_a3402a3
comment
Total Annihilation is something of a subversion, since the terrain is a 2D image overlaid on a proper 3D heightmap, and the units are plain sprites, onto which 3D models are rendered. This is most obvious with very large units, like the fan-made Beelzebub, which can get clipped against sprite edges at certain angles.
 Sprite/Polygon Mix / int_a3402a3
featureApplicability
1.0
 Sprite/Polygon Mix / int_a3402a3
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1.0
 Total Annihilation (Video Game)
hasFeature
Sprite/Polygon Mix / int_a3402a3
 Sprite/Polygon Mix / int_a45154c1
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_a45154c1
comment
Much of MDK is presented as a 3D models, except for 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).
 Sprite/Polygon Mix / int_a45154c1
featureApplicability
1.0
 Sprite/Polygon Mix / int_a45154c1
featureConfidence
1.0
 MDK (Video Game)
hasFeature
Sprite/Polygon Mix / int_a45154c1
 Sprite/Polygon Mix / int_a5f47de3
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_a5f47de3
comment
Klonoa: Door to Phantomile uses sprites on 3D environments; it then proceeds to make the most of this, having enemies and obstacles in the foreground and background, or paths that bent around in all sorts of directions, even looping around in some instances.
 Sprite/Polygon Mix / int_a5f47de3
featureApplicability
1.0
 Sprite/Polygon Mix / int_a5f47de3
featureConfidence
1.0
 Klonoa: Door to Phantomile (Video Game)
hasFeature
Sprite/Polygon Mix / int_a5f47de3
 Sprite/Polygon Mix / int_a606596a
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_a606596a
comment
Chrono Cross
 Sprite/Polygon Mix / int_a606596a
featureApplicability
1.0
 Sprite/Polygon Mix / int_a606596a
featureConfidence
1.0
 Chrono Cross (Video Game)
hasFeature
Sprite/Polygon Mix / int_a606596a
 Sprite/Polygon Mix / int_a72ff092
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_a72ff092
comment
Deliberately done in Darwinia. Darwinians, basic virii and many other objects are 2D sprites while rest of the environment is 3D.
 Sprite/Polygon Mix / int_a72ff092
featureApplicability
1.0
 Sprite/Polygon Mix / int_a72ff092
featureConfidence
1.0
 Darwinia (Video Game)
hasFeature
Sprite/Polygon Mix / int_a72ff092
 Sprite/Polygon Mix / int_a7bb29af
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_a7bb29af
comment
Honorable mention to Mega Man X2. It has a similar chip to the Super FX built in, but it was used to render vector models over the sprite backgrounds, many of which are at least in spirit wireframe models, though untextured and monochrome. Mega Man X3 also uses the chip, though it has the same limitations.
 Sprite/Polygon Mix / int_a7bb29af
featureApplicability
1.0
 Sprite/Polygon Mix / int_a7bb29af
featureConfidence
1.0
 Mega Man X2 (Video Game)
hasFeature
Sprite/Polygon Mix / int_a7bb29af
 Sprite/Polygon Mix / int_a8471b34
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_a8471b34
comment
The Fear Effect games also use FMV backgrounds and 3D characters.
 Sprite/Polygon Mix / int_a8471b34
featureApplicability
1.0
 Sprite/Polygon Mix / int_a8471b34
featureConfidence
1.0
 Fear Effect (Video Game)
hasFeature
Sprite/Polygon Mix / int_a8471b34
 Sprite/Polygon Mix / int_a90d239a
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_a90d239a
comment
Psychonauts uses this when Raz uses his Clairvoyance power on a friendly character; whenever Raz appears in the other character's view, whatever he or she sees Raz as appears as a 2D sprite in place of Raz's 3D model.
Also, Figments are 2D objects, which can make them hard to see if they're at an angle.
 Sprite/Polygon Mix / int_a90d239a
featureApplicability
1.0
 Sprite/Polygon Mix / int_a90d239a
featureConfidence
1.0
 Psychonauts (Video Game)
hasFeature
Sprite/Polygon Mix / int_a90d239a
 Sprite/Polygon Mix / int_ac4fcd09
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_ac4fcd09
comment
Solatorobo: Red the Hunter: Every single NPC is a 2D sprite, while the hero and enemies are in 3D. Gets downright uncanny when all the hero's allies are gathered in one place.
 Sprite/Polygon Mix / int_ac4fcd09
featureApplicability
1.0
 Sprite/Polygon Mix / int_ac4fcd09
featureConfidence
1.0
 Solatorobo: Red the Hunter (Video Game)
hasFeature
Sprite/Polygon Mix / int_ac4fcd09
 Sprite/Polygon Mix / int_ac646b81
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_ac646b81
comment
Cris Tales uses some of the most complex mixes of sprites and polygons in video gaming. Characters, fences, vegetation, signposts, parade floats, small rocks, streetlamps, items, equipment, vehicles, and backgrounds in 2D while most nonmoving or large things, like buildings, the ground, bodies of water, nearby hills and mountains, furniture, interior fixtures and appliances, non-character machinery, and large rocks are in 3D. There also appears to be equally complex use of Motion Parallax on 2D images to simulate a 3D effect, such as the sides of buildings flattening as they move closer to the middle of the screen, that it can be hard to tell if something is low-poly 3D or very intricate 2D.
 Sprite/Polygon Mix / int_ac646b81
featureApplicability
1.0
 Sprite/Polygon Mix / int_ac646b81
featureConfidence
1.0
 Cris Tales (Video Game)
hasFeature
Sprite/Polygon Mix / int_ac646b81
 Sprite/Polygon Mix / int_ac6b386d
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_ac6b386d
comment
The backgrounds in Skullgirls are a mostly of 2D art but laid out on a flat polygonal plane in some cases.
 Sprite/Polygon Mix / int_ac6b386d
featureApplicability
1.0
 Sprite/Polygon Mix / int_ac6b386d
featureConfidence
1.0
 Skullgirls (Video Game)
hasFeature
Sprite/Polygon Mix / int_ac6b386d
 Sprite/Polygon Mix / int_ae050a9f
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_ae050a9f
comment
Inside most non-dungeon buildings, the whole of Castle Town and the courtyard from The Legend of Zelda: Ocarina of Time, there are entirely pre-rendered 360-degree environments with the camera fixed at a point (and inside buildings a secondary view from above), with polygon-rendered characters on top of it. The game hides parts of character models and faked perspective to allow it to appear as if Link were walking into the background and behind parts of it; these days, the resulting effect looks very weird, especially in emulators (because emulators can render the 3D objects in higher resolutions, but not 2D images), but it is still rather clever nonetheless, and is barely noticeable on the CRT's of the time. This was due to technical limitations, as the expansion-pack-utilizing follow-up Majora's Mask, and the 3DS remake of Ocarina of Time, did away with pre-rendered interiors.
The 3DS remake even features a glitch that allows Link to warp anywhere with Farore's Wind. Under certain circumstances, if he warps to the areas around the Market, the camera will break and display the area from a regular behind-the-back view, just like any other area in the game. Suddenly the Temple of Time looks a lot more impressive.
 Sprite/Polygon Mix / int_ae050a9f
featureApplicability
1.0
 Sprite/Polygon Mix / int_ae050a9f
featureConfidence
1.0
 The Legend of Zelda: Ocarina of Time / Videogame
hasFeature
Sprite/Polygon Mix / int_ae050a9f
 Sprite/Polygon Mix / int_b1433971
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_b1433971
comment
All of the handheld platforming Sonic games on the DS (Sonic Rush, its sequel Rush Adventure, and the handheld version of Sonic Colors). Regular stages are in 2D, but Sonic/Blaze themselves and rare mechanics are depicted with polygonal models. Meanwhile, the boss stages, as well as the bosses themselves, are entirely in 3D. Subsequent Sonic games on the succeeding 3DS platform are entirely polygonal; although Generations 3DS and Lost World 3DS (strangely) use sprites for rings.
 Sprite/Polygon Mix / int_b1433971
featureApplicability
1.0
 Sprite/Polygon Mix / int_b1433971
featureConfidence
1.0
 Sonic Rush (Video Game)
hasFeature
Sprite/Polygon Mix / int_b1433971
 Sprite/Polygon Mix / int_b5c385bc
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_b5c385bc
comment
Dino Crisis uses 3D on almost everything, but it also uses 2D on certain elements like chain-link fences, doors, buttons, and so on.
 Sprite/Polygon Mix / int_b5c385bc
featureApplicability
1.0
 Sprite/Polygon Mix / int_b5c385bc
featureConfidence
1.0
 Dino Crisis (Video Game)
hasFeature
Sprite/Polygon Mix / int_b5c385bc
 Sprite/Polygon Mix / int_b7c72249
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_b7c72249
comment
Castlevania: Symphony of the Night has a few polygon backgrounds or objects, notably the clock tower before Dracula, the Books That Bite in the Long Library, and the save points. If you're emulating the game, with certain settings, you can really notice the difference between the "duller" sprites and the "sharper" 3D effects.
 Sprite/Polygon Mix / int_b7c72249
featureApplicability
1.0
 Sprite/Polygon Mix / int_b7c72249
featureConfidence
1.0
 Castlevania: Symphony of the Night (Video Game)
hasFeature
Sprite/Polygon Mix / int_b7c72249
 Sprite/Polygon Mix / int_b9cf7b5f
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_b9cf7b5f
comment
The BIT.TRIP games. The scenery and objects are 3D voxel models, yet most of the characters are Atari 2600-like sprites.
 Sprite/Polygon Mix / int_b9cf7b5f
featureApplicability
1.0
 Sprite/Polygon Mix / int_b9cf7b5f
featureConfidence
1.0
 BIT.TRIP (Video Game)
hasFeature
Sprite/Polygon Mix / int_b9cf7b5f
 Sprite/Polygon Mix / int_babc3924
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_babc3924
comment
Mario & Luigi: Dream Team uses 3D polygons for real-world scenery, Luigi and Starlow during dream sequences, battle backgrounds, and a few other effects, and 2D sprites for everything else.
 Sprite/Polygon Mix / int_babc3924
featureApplicability
1.0
 Sprite/Polygon Mix / int_babc3924
featureConfidence
1.0
 Mario & Luigi: Dream Team (Video Game)
hasFeature
Sprite/Polygon Mix / int_babc3924
 Sprite/Polygon Mix / int_bf948159
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_bf948159
comment
Little Big Adventure has polygonal characters on a bitmap-based landscape in isometric perspective.
 Sprite/Polygon Mix / int_bf948159
featureApplicability
1.0
 Sprite/Polygon Mix / int_bf948159
featureConfidence
1.0
 Little Big Adventure (Video Game)
hasFeature
Sprite/Polygon Mix / int_bf948159
 Sprite/Polygon Mix / int_c0eae17
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_c0eae17
comment
The first two games in the Total War series. Rome: Total War introduces full 3D graphics, although units are still rendered as sprites when viewed from a great distance.
 Sprite/Polygon Mix / int_c0eae17
featureApplicability
1.0
 Sprite/Polygon Mix / int_c0eae17
featureConfidence
1.0
 Total War (Video Game)
hasFeature
Sprite/Polygon Mix / int_c0eae17
 Sprite/Polygon Mix / int_c19c6efa
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_c19c6efa
comment
Minecraft
Dropped non-block items were presented as billboarded sprites 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 are 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.
 Sprite/Polygon Mix / int_c19c6efa
featureApplicability
1.0
 Sprite/Polygon Mix / int_c19c6efa
featureConfidence
1.0
 Minecraft (Video Game)
hasFeature
Sprite/Polygon Mix / int_c19c6efa
 Sprite/Polygon Mix / int_c326acd9
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_c326acd9
comment
The first three Inazuma Eleven games have both 2D sprites and mugshots and 3D models of characters. Closer-up camera angles use the 3D models, while distant angles use 2D. Backgrounds are also 3D except for directly-overhead camera angles, which use a 2D background for the ground or floor.
 Sprite/Polygon Mix / int_c326acd9
featureApplicability
1.0
 Sprite/Polygon Mix / int_c326acd9
featureConfidence
1.0
 Inazuma Eleven (Video Game)
hasFeature
Sprite/Polygon Mix / int_c326acd9
 Sprite/Polygon Mix / int_c42e88f4
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_c42e88f4
comment
Marvel vs. Capcom 2, Capcom vs. SNK 2: Mark of the Millennium, and BlazBlue have sprite characters on 3D backgrounds. It actually looks pretty cool.
Keeping with fighting games in general, The King of Fighters 98 Ultimate Match and 2002 Unlimited Match have this. While 98 UM features 3D variants of its originally 2D stages, 2002 UM has totally different backgrounds.
The same is true for the majority of the console ports of the KOF series, with the PS2 edition of 2001 having almost completely redesigned stages in comparison to its arcade and Neogeo counterpart.
For The King of Fighters XII and XIII, the sprites are drawn over polygonal models in a manner similar to rotoscoping. Arc System Works did similarly for BlazBlue.
 Sprite/Polygon Mix / int_c42e88f4
featureApplicability
1.0
 Sprite/Polygon Mix / int_c42e88f4
featureConfidence
1.0
 Marvel vs. Capcom 2 (Video Game)
hasFeature
Sprite/Polygon Mix / int_c42e88f4
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type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_c5a1b371
comment
In BLOODCRUSHER II, everything is 3D except for power-ups.
 Sprite/Polygon Mix / int_c5a1b371
featureApplicability
1.0
 Sprite/Polygon Mix / int_c5a1b371
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1.0
 BloodCrusher2
hasFeature
Sprite/Polygon Mix / int_c5a1b371
 Sprite/Polygon Mix / int_c5b4417
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_c5b4417
comment
The titular character of Mr. Bones is a fully polygonal model superimposed on 2D backdrops (and the occasional Full Motion Video) with sprite-based enemies, and he's able to fluidly separate into individual bouncing bones and subsequently reconnect them.
 Sprite/Polygon Mix / int_c5b4417
featureApplicability
1.0
 Sprite/Polygon Mix / int_c5b4417
featureConfidence
1.0
 Mr. Bones (Video Game)
hasFeature
Sprite/Polygon Mix / int_c5b4417
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type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_c67a1218
comment
The Legend of Dragoon
 Sprite/Polygon Mix / int_c67a1218
featureApplicability
1.0
 Sprite/Polygon Mix / int_c67a1218
featureConfidence
1.0
 The Legend of Dragoon (Video Game)
hasFeature
Sprite/Polygon Mix / int_c67a1218
 Sprite/Polygon Mix / int_c96cfe29
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_c96cfe29
comment
The Legend of Zelda: A Link to the Past: The Triforce in the intro is made of polygons, as are the crystals in which the maidens are imprisoned.
 Sprite/Polygon Mix / int_c96cfe29
featureApplicability
1.0
 Sprite/Polygon Mix / int_c96cfe29
featureConfidence
1.0
 The Legend of Zelda: A Link to the Past (Video Game)
hasFeature
Sprite/Polygon Mix / int_c96cfe29
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type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_cd63e81d
comment
The Ace Attorney series consists of 2D sprite-based visual novels, however some of the games let you view certain pieces of evidence in 3D. As of Dual Destinies all characters and scenery made the leap from sprites to models, but evidence is still largely presented as sprites.
 Sprite/Polygon Mix / int_cd63e81d
featureApplicability
1.0
 Sprite/Polygon Mix / int_cd63e81d
featureConfidence
1.0
 AceAttorney
hasFeature
Sprite/Polygon Mix / int_cd63e81d
 Sprite/Polygon Mix / int_cd81ac45
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_cd81ac45
comment
The 3D game Bug! and its sequel Bug Too!! have 3D platforms and terrain, while the characters and Mooks are 3D rendered sprites.
 Sprite/Polygon Mix / int_cd81ac45
featureApplicability
1.0
 Sprite/Polygon Mix / int_cd81ac45
featureConfidence
1.0
 Bug! (1995) (Video Game)
hasFeature
Sprite/Polygon Mix / int_cd81ac45
 Sprite/Polygon Mix / int_cf3fc678
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_cf3fc678
comment
Final Fantasy XII: Revenant Wings does this for most of the game... and the quickenings are sprite-FMV mixes.
 Sprite/Polygon Mix / int_cf3fc678
featureApplicability
1.0
 Sprite/Polygon Mix / int_cf3fc678
featureConfidence
1.0
 Final Fantasy XII: Revenant Wings (Video Game)
hasFeature
Sprite/Polygon Mix / int_cf3fc678
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type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_d0599129
comment
Ragnarok Online uses cartoony sprites for all characters and enemies, in 3D environments.
 Sprite/Polygon Mix / int_d0599129
featureApplicability
1.0
 Sprite/Polygon Mix / int_d0599129
featureConfidence
1.0
 Ragnarok Online (Video Game)
hasFeature
Sprite/Polygon Mix / int_d0599129
 Sprite/Polygon Mix / int_d0a5a846
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_d0a5a846
comment
Gradius IV has polygonal backgrounds that clash awkwardly with the old-fashioned 2D sprites. Gradius V has a more consistently 3D look, though the gameplay remains 2D.
 Sprite/Polygon Mix / int_d0a5a846
featureApplicability
1.0
 Sprite/Polygon Mix / int_d0a5a846
featureConfidence
1.0
 Gradius (Video Game)
hasFeature
Sprite/Polygon Mix / int_d0a5a846
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type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_d1a51262
comment
The Legendary Starfy on DS uses this, with surprising success. Gameplay is on the 2D plane, while backgrounds and certain bosses use 3D models, but somehow the 3D and 2D blend seamlessly, to the point where it's very difficult to tell them apart.
Most DS games can get away with this easily, due to the console's small screen and low resolution.
 Sprite/Polygon Mix / int_d1a51262
featureApplicability
1.0
 Sprite/Polygon Mix / int_d1a51262
featureConfidence
1.0
 The Legendary Starfy (Video Game)
hasFeature
Sprite/Polygon Mix / int_d1a51262
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type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_d3671c40
comment
Galaxian³ and its spinoff, Attack of the Zolgear use FMV backgrounds and polygonal foregrounds.
 Sprite/Polygon Mix / int_d3671c40
featureApplicability
1.0
 Sprite/Polygon Mix / int_d3671c40
featureConfidence
1.0
 Galaxian (Video Game)
hasFeature
Sprite/Polygon Mix / int_d3671c40
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Sprite/Polygon Mix
 Sprite/Polygon Mix / int_d3b17858
comment
Final Fantasy Tactics
Especially noticeable on forest maps, when you rotate the camera and see that the trees look more like pairs of intersecting cardboard cutouts.
Advance and A2 have sprites with Isometric Projection for both maps and character, but Scions in the latter and some attacks are polygonal.
 Sprite/Polygon Mix / int_d3b17858
featureApplicability
1.0
 Sprite/Polygon Mix / int_d3b17858
featureConfidence
1.0
 Final Fantasy Tactics (Video Game)
hasFeature
Sprite/Polygon Mix / int_d3b17858
 Sprite/Polygon Mix / int_d57a6299
type
Sprite/Polygon Mix
 Sprite/Polygon Mix / int_d57a6299
comment
Also used in Odium (originally Gorky 17), where it was painfully obvious.
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Quake also has very ugly polygon flames when compared to the natural-looking (except from above) flames of Unreal. Note that Unreal's flames aren't sprites but rather two flat polygons at 90 degrees of each other with flame textures on them.
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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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Turok 2 features an interesting graphical glitch that shows how the sprites are scaled; the game measures the distance from player object to sprite to figure out how large the sprite should be on-screen. Unfortunately, it has no way to compensate for the sniper zoom, meaning a 2D effect will appear to shrink as you zoom in and grow as you zoom out.
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The original Tales of Destiny overworld engine, used by Destiny and the Phantasia remake, uses the in-town sprites laid on a 3-D globe.
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The retro shooter AMID EVIL generally uses polygons for its visuals, but weapon sprites, projectiles, and collectibles are rendered in sprites. Said sprites blend so well into the overall look of the game it requires a really close look to tell.
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Parasite Eve and Parasite Eve 2 use background effects similar to Resident Evil.
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All Trails Series games up to The Legend of Heroes: Trails to Azure use this style, with a few exceptions here and there.
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Aversion: As noted above, nearly all polygonal games leave the sky up to good old bitmaps. The great wisdom of this practice is illustrated by games like Quake and Deus Ex, which have an incredibly ugly sky made of one or more layers of giant polygons.
Skies used in modern games are, in fact, polygonal spheres or cubes without lighting, textured with images of the sky and other background elements.
Quake also has very ugly polygon flames when compared to the natural-looking (except from above) flames of Unreal. Note that Unreal's flames aren't sprites but rather two flat polygons at 90 degrees of each other with flame textures on them.
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Umihara Kawase Shun uses polygonal platforms but everything else, the rest of the background included, is sprites.
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The SUGURI series — SUGURI, 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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Dragon Quest:
The PlayStation and Nintendo DS remakes of IV, V and VI feature 2D characters and 3D environments which can be rotated 360 degrees.
Dragon Quest VII: 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.
Dragon Quest IX is mostly 3D, but most minor NPCs are 2D sprites.
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Older 3D fighting games, such as the first few Tekken games, use 2D backgrounds.
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The Touhou series uses this in some stages, with 3D backgrounds while using sprites for the player and all enemies.
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Dark Forces was based on the Doom Game Engine and it incorporated many of these effects as well, including spiral staircases, moving platforms, rooms above rooms, the ability to aim above and below as well as jump and crouch.
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Rakugaki Showtime uses this mixture to deliberately garish effect. While the backgrounds are fairly standard 3D, the character sprites are crude pencil drawings surrounded by huge opaque borders.
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BattleTanx and its sequel. The actual tanks and environments were 3D, but items and the Queen Lords (basically the flag in capture the flag maps) were very obvious sprites. This was pretty normal for a 1998 Nintendo 64 game.
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Viewtiful Joe is a rather prominent example, with 3D characters and backgrounds and 2D props, pickups and occasionally enemies scattered throughout.
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System Shock had a pretty slick engine that not only had elements not usually possible in a pseudo-3D game (such as sloped walls and being able to stack multiple corridors on top of each other), but had real 3D objects that could be pushed around and destroyed (this being 1994, the game required a monstrously advanced computer to run at its prettiest settings). For the sake of performance, though, enemies and small objects such as guns are 2D sprites, and the HUD and environment itself are 2D.
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In Cross Edge and Record of Agarest War, 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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Zaxxon's Motherbase 2000 has polygonal ships and other enemies over flat-looking diagonal-scrolling backgrounds.
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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 uses it on purpose to create 720 degree circles and similar stunts.
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Octopath Traveler, the game that introduced the style. It later became a series with the mobile prequel Champions of the Continent and Octopath Traveler II.
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Soma Bringer, with some minor cel shading thrown in.
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Super Smash Bros.. (N64) is a 3D-rendered game with numerous sprites, including nearly all items and projectiles. Some of these, such as the shields or flames, will always face you (even if you pause and move the camera around), while others, such as Fox's laser and the lasersword can be looked at from different angles, revealing them to be entirely flat. All this was done to let the game run at 60FPS, so it's an acceptable tradeoff. In all Smash games as well as most other games directed by Sakurai, food always appears as 2D sprites instead of 3D models.
Mr. Game & Watch is a subversion. He appears to be a 2D sprite, but he is in fact a fully 3D model with no thickness and several animation sprites (which the game engine calculates his flat player model from in real time), giving a flat 2D look, which is emphasized by the fact that the camera does not angle during normal gameplay. On the Flat Zone and Pac-Land stages, all 3D player models are somehow flattened into 2D "sprites" in the same manner.
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The following is a list of statements referring to the current page from other pages.

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Castlevania (Franchise)
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 Pokémon Black and White (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Pokémon Diamond and Pearl (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Prinny: Can I Really Be the Hero? (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Project × Zone (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Quest 64 (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Radiant Silvergun (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Ragnarok Online (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Ranger X (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Rayman Legends (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Recettear: An Item Shop's Tale (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Rhapsody: A Musical Adventure (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Rhythm Heaven (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Ribbit King (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Richman (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Rocket Knight Adventures (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Ronde (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 SUGURI (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Sands of Destruction (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Saturday Morning RPG (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Shadow Hearts (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Shadow Hearts 1 (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Shantae: Half-Genie Hero (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Shin Megami Tensei III: Nocturne (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Shin Megami Tensei IV (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Solatorobo: Red the Hunter (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Sonic Battle (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Sonic Blast (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Sonic Mania (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Space Invaders (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Space Invaders Infinity Gene (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 SpongeBob SquarePants: SuperSponge (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Star Ocean (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Star Ocean: The Second Story (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Strider (Arcade) (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Super Mario Bros. Wonder (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Super Mario Maker (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Super Robot Wars 64 (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Super Smash Bros. 64 (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Super Smash Flash (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Tales of Destiny (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Tembo the Badass Elephant (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Terra Nova: Strike Force Centauri (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Teslagrad 2 (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Test Drive (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Test Drive (Original Trilogy) (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 The Citadel (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 The King of Fighters 2002 (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 The King of Fighters XIII (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 The Legend of Heroes: Trails in the Sky (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 The Legend of Zelda: A Link to the Past (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Theme Park Inc (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Theme Park World (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 3D Movie Maker (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Tomba! (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Tomodachi Life (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Toontown: Corporate Clash (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Toontown Online (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Total Annihilation (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Total War (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Triangle Strategy (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Turok (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Valkyrie Profile (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Vernal Edge (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Viva Piñata (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 void tRrLM(); //Void Terrarium (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Wild ARMs (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Wild ARMs (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Wild ARMs 2 (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Xenogears (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Zaxxon (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Child of Light / Videogame / int_ed3c6b4c
type
Sprite/Polygon Mix
 Shadowrun Returns / Videogame / int_ed3c6b4c
type
Sprite/Polygon Mix
 The Legend of Zelda: Ocarina of Time / Videogame / int_ed3c6b4c
type
Sprite/Polygon Mix
 Ys VI: The Ark of Napishtim / Videogame / int_ed3c6b4c
type
Sprite/Polygon Mix
 Touhou (Web Animation)
seeAlso
Sprite/Polygon Mix
 Solatorobo (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix
 Tales of Eternia (Video Game) / int_ed3c6b4c
type
Sprite/Polygon Mix