Design Arcade Comp Game Graphics 13
Design Arcade Comp Game Graphics 13
Miscellaneous
Topics and Final
Thoughts
In this chapter, youll learn about:
w Game level backgrounds
w Sources of inspiration
479
Game Level Backgrounds
As mentioned back in Chapter 1, most types of arcade games can support multiple
game levels or screens. Game levels are rendered in one of two ways: using
full-size backgrounds and using background tiles.
Full-size backgrounds are just what their name impliesfull-size graphic screens.
Full-size backgrounds are completely self-contained images that include all of the
graphical elements required to effectively represent a game level. We used a
full-size background for Fish Dish, the game described in the previous chapter.
Background tiles are small modular graphic elements that represent a variety of
different game elements. They can be arranged in a mosaic tile-like fashion to dis-
play a unique game level.
Full-size backgrounds are popular with game developers because they are rela-
tively easy to design and integrate into a game. However, they are also
notoriously inefficient. Full-size backgrounds tend to dramatically increase the
overall size of the game, even with compression. The problem is compounded as
the game grows in size. The more game levels, the larger the game. For example,
say the average full-size background screen consumes 10 KB of space. For a five-
level game this increases the size of the game by 50 K (10 x 5), which is accept-
able. Yet, for a game with 100 levels, the game will increase by over 1,000 KB (10
x 100), which is not acceptable.
Background tiles, on the other hand, offer game developers a powerful alternative
to the limitations imposed by full-size background screens. Because they consist
of small graphic pieces, they take up far less space and memory than full-size
background screens. In addition, their modularity makes them very flexible as
many background tiles can be reused to represent a variety of different game lev-
els and scenes.
Table 13-1 summarizes and compares both arcade game background techniques.
TABLE 13-1: Comparison of Full-Size Backgrounds and Background Tiles
Game Level Background
Technique
Advantages Disadvantages
Full-size backgrounds n Easy to design and create.
n Easy to integrate into a game.
n Can consume large amounts of
memory and disk space making
their use prohibitive for anything
but small games.
480 Chapter 13 / Miscellaneous Topics and Final Thoughts
Game Level Background
Technique
Advantages Disadvantages
Background tiles n Extremely efficient in terms of
disk and memory space. Can
be used to create hundreds of
game levels in the same
amount of space that a single
full-size background might
require.
n Very flexible. Can be used to
render many distinct game
levels by mixing and matching
individual tile elements.
n Difficult to design. Background
tiles require a high degree of
precision to create.
n Require significant design time.
Background tiles need more
design time in order to ensure that
they are created properly.
Background tiles can trace their origin to the earliest days of arcade games and
home video game systems when memory (RAM and ROM) was a precious com-
modity and it was simply impossible to store full-size backgrounds due to space
limitations. Therefore, programmers developed an ingenious system of breaking
game backgrounds into their core components, or tiles. They discovered that they
could create effective background screens and levels by simply arranging these
tiles in a specific way. For example, such classic arcade games as Super Mario
Landand Flying Sharkwould not be possible without background tiles.
Since that time, background tiles have seen widespread use in arcade games, and
virtually every video game console and programming tool supports their use.
Background tiles are especially useful for online games and other instances where
small file sizes and flexibility are of paramount importance.
Figure 13-1 shows a typical set of background tiles.
When creatively arranged, these tiles can be used to construct an almost unlim-
ited number of game level screens like the one depicted in Figure 13-2. At the
Chapter 13 / Miscellaneous Topics and Final Thoughts 481
FIGURE 13-1: Arcade Game Background Tile Set
same time, background tiles make this possible while using much less memory
and disk space than a full-size background screen.
Background tiles are created using many of the same techniques that one uses to
create sprites. In most cases, you can even use the same grid squares. Unfortu-
nately, creating background tiles is not an easy process. Extreme care must be
taken when designing them since each tile element must fit together perfectly
with its neighbors. This can be difficult to do and can increase the design time
required for any game that uses them quite substantially. Still, considering the
flexibility they offer this is a relatively small price to pay.
To ensure that your background tiles are consistent and fit together properly, use
your painting programs Grid tool to plot and test each grid tile in the context of
how it is to be used in your game. You may also find using a specialized program
such as Map Editor helpful in this task. Two examples of these programs can be
found on the CD-ROM included with this book.
NOTE: The best way to learn how to create effective background tiles is to
study how they are created. Therefore, it is recommended that you study the
background tiles supplied on the books accompanying CD-ROM. Please
refer to Appendix B for more information.
Table 13-2 shows the suitability of using these game level backgrounds in differ-
ent arcade games.
482 Chapter 13 / Miscellaneous Topics and Final Thoughts
FIGURE 13-2: Example of Back-
ground Tile Arrangement
TABLE 13-2: Summary of Game Level Backgrounds in Arcade Games
Arcade Game
Sub-genre
Full-size
Backgrounds
Background
Tiles
Comments
Maze/chase Background tiles are recommended for
maze/chase games with more than five
unique game levels.
Pong games Background tiles should always be used in
Pong games.
Puzzlers Puzzlers with more than ten unique levels
should use background tiles instead of
full-size background screens.
Shooters Background tiles are recommended for
shooter games with more than five unique
game levels.
Platformers Background tiles should always be used in
platformers.
It is extremely important that you understand that all of the same rules that apply
to other game elements will also apply to game level backgrounds. This includes
color selection, resolution limitations, and design styles.
Sources of Inspiration
Over the course of this book, we have talked a great deal about the techniques and
potential problems that can occur when creating arcade game graphics. However,
almost nothing has been said about sources of inspiration that you can study in
order to improve your skills.
By far, the best sources of inspiration for a burgeoning arcade game artist are the
classic arcade games such as Pac-Man, Galaxian, and the like. Studying these
games is akin to an art student studying the great Renaissance masters. These
games and their designers were the pioneers of an industry. Their designers faced
many unknowns and developed numerous techniques for dealing with them. They
developed methods for rendering character shapes and styles, as well as animat-
ing them. You can learn a great deal about every aspect of arcade game graphics by
taking a long, hard look at how the early video game masters created the vari-
ous elements in these games.
Classic arcade games should be analyzed in four major areas: color use, design style,
animation technique, and usability. By studying how classic arcade games
addressed these areas, you can gain extremely valuable knowledge for your own
arcade game projects. In some cases, you can discover what not to do, while in
Chapter 13 / Miscellaneous Topics and Final Thoughts 483
others you may pick up a useful technique or two. In any case, you should ask
yourself these questions:
n Color useHow many colors are used? What is the color palette? How effec-
tively do they use color? How do they handle light and shadow? Are any spe-
cial color effects used (i.e., color cycling, dithering)?
n Design styleWhat design style do they employ? Is this design style ren-
dered convincingly and appropriately?
n Animation techniquesWhat animation primitives are used? How effective
are the animations?
n UsabilityAre the different game objects well differentiated? How intuitive
are the menu screens? How legible are the scoring, lives, and level indicators?
How readable is the on-screen text and game-related messages?
Table 13-3 provides some examples of classic arcade games to analyze and study.
TABLE 13-3: Recommended Classic Arcade Games to Study
Arcade Game Sub-genre Classic Arcade Game
Maze/chase Tank Force, Pac Man, Pengo
Pong games Arkanoid
Puzzlers Tetris, Klax
Shooters R-Type, Raiden, Robotron 2084
Platformers Sonic the Hedgehog, Super Mario Land,
Megaman, Burgertime
Until recently, many classic arcade games were not commonly available. However,
todays powerful personal computers have spurred a generation of arcade game
emulators. These emulators make it possible to run long-forgotten but classic
arcade games. For the best in arcade game emulation, check out MAME at
http://www.mame.org. MAME is available for virtually every computer plat-
form including DOS, Windows, the Macintosh, and Linux systems.
While youre at it, you should also look at classic PC-based arcade games, as their
designers also had to contend with many limitations over the years. A good source
for locating these games is Moby Games at http://www.mobygames.com.
484 Chapter 13 / Miscellaneous Topics and Final Thoughts
Final Comments
Dont consider this part of the book the end, but rather the beginning. The past 12
chapters have introduced you to the wonderful world of arcade game graphics. You
have learned how to design for different display modes, how to use and apply
color, how to evaluate tools, how animation works, and how to design the artwork
and animation for an actual arcade game. Yet despite this, this book only scratched
the surface of the topic. There is still much for you to learn and you can only learn
by doing. Hopefully, this book will be successful enough to justify future editions
that will expand and elaborate on the topics and concepts discussed here. Finally,
before leaving, please consider this simple but practical advice:
n Practice constantly, as this is the only way to gain experience and sharpen
your skills. Remember the adage, Practice makes perfect.
n Be patient! It takes time to develop and refine your skills.
n Dont be afraid to experiment with the techniques discussed in the book and in
other sources.
n Dont be afraid to borrow elements (i.e., colors, style, poses, etc.) from the
work of others but never steal someone elses artwork. Copying may be the
highest form of flattery, but passing off someone elses designs as your own is
just plain theft.
n Dont be afraid to innovate or to develop your own style and techniques. Doing
this will make your work stand out and become uniquely yours.
With that being said, I wish you good luck in your future arcade game endeavors!
Ari Feldman, 2000
Chapter 13 / Miscellaneous Topics and Final Thoughts 485