dougeff wrote:Maybe Prince of Persia
I forgot about this one; it wasn't one that I played much. Interesting that the sprites in this game lack outlines. I started out trying that and it didn't really work for the art style I'm using.
Aladdin was back ported from the SNES.
I didn't even know this existed. So apparently there were three versions of the Genesis port. This is the version that had Disney animators. The official EU version is... well... the animations themselves are pretty fluid. The way they move around the game screen is unbelievable choppy. Unless there's something wrong with the timing on this video I found, this looks almost unplayable. (At first glance I thought, this looks like GBC, and it turns out it's a port of the Game Boy version)
The Super Games version looks a little better as far as control, (still choppy) but the animation quality is much lower.
The port of the SNES version looks alright except for a few glitches in the video I saw. I'll say it looks better than most NES animation.
Why restrict yourself to NES?
The options for defining shapes become so much greater when you have a bigger palette. There's better animation on later systems, but then again I can watch anime and see much more detailed animation than that. When it comes to defining shapes and motion within the limitations of the console, I'd like to see the best examples that have been done so far. Part of my curiosity comes from wanting to study how they did certain things, and another part of it comes from wanting to see where exactly the bar is for this one particular aspect of NES game design.
Estlib wrote:little samson
Not bad. I can see why this would get suggested. The animation in this game really bugged be though because I feel like they figured out how to draw things spinning and decided to use that for just about everything.
DragonDePlatino wrote:I think the final boss from Mr. Gimmick takes the cake.
I haven't beat this yet so I had to look it up. It's pretty impressive. He's very large for NES. His body could move more for the sake of animation, but given the overall amazing quality of the game, I can see why they didn't even need to, if they even had space for it. The boss is already impressive as it is in this game. If the boss was in Moon Crystal though, for example, he'd need to move more or he'd look stiff compared to the player.
Bregalad wrote:I do not know where your avatar come from, but it looks like much much better animated than the average NES game.
Why thank you.
Yes, it's mine. I need to upload a newer version. I made a couple tweaks.
By the way it is crazy how much the art of static good looking pixel art and of good animation are two completely separate things
Definitely. This is my first foray into animation, and I ended up redoing my first batch because of this. When I went back and looked at some games that I remember being visually impressive, like, say, Zen Intergalactic Ninja, I see that the animation itself isn't anything to write home about. Some games like Kirby are A) probably some of the best animation on the system, and B) right on the verge of being impressive for sake of animation but not quite. Like, I feel the visuals of that game are super effective, he has a ton of powers which have accompanying animations, and the game itself is so smooth that the entire thing feels smooth. But, if you just look at the animations, you wouldn't think "that's an impressive animation with a lot of frames". I feel the same way about Mr. Gimmick. Being that those two are still near the top in animation for the system, I feel like that only leaves a handful of games that really stand out for this one particular reason. To me, so far, I've seen it in Moon Crystal, Prince of Persia, and Metal Storm. I feel like there must be more Japanese games though that I don't know about.