Honestly really bad and I don't really know why considering in 1997 almost year after the american release of Red and Blue they made way better sprites for the Kanto Mon
already you can seethe but it was actually USUM
and BW was not exactly impressive, lol. using sprites for overworld characters... in a fully 3D environnement. If that doesn't look like shit, don't know what does
I'll strongly agree on the "they still are amateurs" part
The backsprites look okay until you blow them up to four times the size. I think there were going for a depth of field / blur effect, while also fitting 350 sprites (including trainer classes) the game on a 1 MB cartridge.
I commend them for trying on this one, even though I never liked the look, even as a kid.
Gen 2 cartridges have twice the space, so this was dropped soon.
it's a mixed bag, some a re really great, others are very physically awkward and poorly made. if you add in the green sprites and the beta sprites it makes a pretty cool gradient of someone(s?) improving their spriting skills over the course of development.
if we're extending to yellow then they too are an interesting gradient of skill growth into gsc. they have a lot of the style of gsc, the heavy use of solid colour compared to red and blue, a lot of more dynamic poses, but also still some that are less skilful drawings in the odder gen 1 poses. i hope one day we can attach names to individual sprites and track the individual artists progression.
Pokemons sprites were a lot more detailed than most Gameboy titles. Only a few games like Donkey Kong 94 (even then it's really the title screen) had that much detail since most games on the thing tended to be simple in spritework like Pokemons overworld. That and Pokemon was easily one of the greatest Gameboy titles and the fact that they were able to make an even better game a few years later is dedication.
Most of them are perfectly fine. The sprites were the original designs and Sugimori only made the artwork for a 1996 pokedex book and those were the designs that stuck.
It’s pretty bad. A lot of it isn’t even on-model. The crazy thing is that they somehow went from the worst to the best in terms of sprites (Gen 2 has the best sprites in the series).
Red and Green's dev team was so small that even the non-artists had to pitch in making mon sprites, which is why some of them have an amateur look. For example, when Shigeki Morimoto decided to sneak Mew into the game, he made the sprite himself and it came out like this
Have you played many 8-bit RPGs? Because Gen 1 looks right at home with them. It's easy to shit on Gen 1 sprites but: >they're the original designs, the designs we know and love didn't come later >they were designed for a small screen, not to be blown up on a big monitor
The SaGa/Final Fantasy Legend games on the Game Boy which came out much earlier had pretty good sprites and many late NES games just blow it out of the water graphically.
The sprites were made before any official art, so they look fine for that. They were making JRPG monsters, not a bunch of plush toys unified under a single style.
They've never been particularly good at this, their work always pales in comparison to their contemporaries. Chrono Trigger came out a year before Red and Blue and KoFXIII came out the same year as Black and White. Their spritework is nothing short of embarrassing, it's no wonder that they switched to 3D models.
as the other anon said, better be bait.
but you are right, their work USUALLY pales in comparison to their contemporaries.
it wasn't the case on the GB/GBC or even the 3DS really
Honestly really bad and I don't really know why considering in 1997 almost year after the american release of Red and Blue they made way better sprites for the Kanto Mon
I think you answered your own question.
They made money. They spent it.
some sprites are really good. gyarados and mewtwo come to mind. others look awful. all around, the quality is all over the place
GF are just incompetent devs that got lucky.
they were basically amateurs when they made gen 1
They still are lol, the last game they made that was impressive on the system was black/white.
black and white was the worst game though, the sprites look terrible
already you can seethe but it was actually USUM
and BW was not exactly impressive, lol. using sprites for overworld characters... in a fully 3D environnement. If that doesn't look like shit, don't know what does
I'll strongly agree on the "they still are amateurs" part
I don't think you know what amateur means
And even then the sprites look pretty bad, they fricked themselves over by animating them.
They didn't even have desings settled for them until Ken Sugimori made artwork after the sprites were made
a lot of them look terrible
The backsprites look okay until you blow them up to four times the size. I think there were going for a depth of field / blur effect, while also fitting 350 sprites (including trainer classes) the game on a 1 MB cartridge.
I commend them for trying on this one, even though I never liked the look, even as a kid.
Gen 2 cartridges have twice the space, so this was dropped soon.
>I think there were going for a depth of field / blur effect,
dumbest zoomerpost I have read today.
that's literally the purpose
>DURRR HURRRRRR UR A _OOMER
Actually contribute to the conversation or frick off.
frick you hell no i had no idea wtf i was looking at when i saw the backsprite of venusaur on my GBC
looked like a frog with a pine cone up its ass
i always saw this as that gay devil guy from Powerpuff Girls as a kid
Looks like a fricking green Slowbro
no the backsprites were small because they didnt have the compression techniques and space without it
Look at the original Red and Green sprites.
Some of those are horrifying
it's a mixed bag, some a re really great, others are very physically awkward and poorly made. if you add in the green sprites and the beta sprites it makes a pretty cool gradient of someone(s?) improving their spriting skills over the course of development.
Yellow had the best sprites, true
if we're extending to yellow then they too are an interesting gradient of skill growth into gsc. they have a lot of the style of gsc, the heavy use of solid colour compared to red and blue, a lot of more dynamic poses, but also still some that are less skilful drawings in the odder gen 1 poses. i hope one day we can attach names to individual sprites and track the individual artists progression.
doesnt yellow forego dithering in favor of solid colors like the anime?
yeah it is definitely more animelike, and more on model with anime mons for the key ones
most yellow sprites look fricking awful dude
prove it
Here's a list of games that came out leading up to Pokemon Red/Green adultlet.
Judge Dredd 27-Oct-95
Mahou Kishi Rayearth 2nd: The Missing Colors 27-Oct-95
NBA Jam: Tournament Edition 27-Oct-95
Matthias Sammer Soccer 24-Nov-95
J-League Big Wave Soccer JP
Ninku Dai-2-Tama: Ninku Sensouhen 24-Nov-95
Wedding Peach: Jamapii Panic 8-Dec-95
Kirby's Block Ball 14-Dec-95
Prehistorik Man 22-Dec-95
Tokyo Disneyland: Mickey no Cinderella Shiro Mystery Tour 22-Dec-95
Nintama Rantarō GB 27-Dec-95
Block Kuzushi GB 29-Dec-95
Pocket Monsters Green 27-Feb-96
Pokémon Red Version 27-Feb-96
ok but did you have a point
Yeah.
They all suck ass.
Like OP.
You'd probably have to be over the threshold for moronation to connect the dots and find the 'hidden' meaning here.
lmao what? people had been drawing sprites since the 80s, just because you changed console suddenly all artists got crippling shittydrawing-itis?
Pokemons sprites were a lot more detailed than most Gameboy titles. Only a few games like Donkey Kong 94 (even then it's really the title screen) had that much detail since most games on the thing tended to be simple in spritework like Pokemons overworld. That and Pokemon was easily one of the greatest Gameboy titles and the fact that they were able to make an even better game a few years later is dedication.
Most of them are perfectly fine. The sprites were the original designs and Sugimori only made the artwork for a 1996 pokedex book and those were the designs that stuck.
Everyone need to start somewhere
They're bad but given how ambitious gen 1 really was can you really fault them?
This, it's better than the boring as frick 3D models they've been recycling for 9 years.
Gen I Charmeleon back sprite... home.
he grew so much... I never liked his Gold sprite though.
Its called peak Soul homosexual
It’s pretty bad. A lot of it isn’t even on-model. The crazy thing is that they somehow went from the worst to the best in terms of sprites (Gen 2 has the best sprites in the series).
>A lot of it isn’t even on-model.
iirc the sprites were designed first then the art. That was also the norm back then, Atlus did the same with SMT
That makes sense. With limited technology, it'd be a shame to have an overambitious art piece you couldn't remotely capture in a sprite.
Red and Green's dev team was so small that even the non-artists had to pitch in making mon sprites, which is why some of them have an amateur look. For example, when Shigeki Morimoto decided to sneak Mew into the game, he made the sprite himself and it came out like this
>pureaze undersutandu. sumoru india kompani
Back then, GameFreak really was just a small indie company.
prease undeestand
Some of it is pretty good
>this seems pretty amateurish
?? maybe because it is, GF were amateurs moronanon
ITT
Unironicly still looks better then new pokemon designs in "HD" modles
Have you played many 8-bit RPGs? Because Gen 1 looks right at home with them. It's easy to shit on Gen 1 sprites but:
>they're the original designs, the designs we know and love didn't come later
>they were designed for a small screen, not to be blown up on a big monitor
The SaGa/Final Fantasy Legend games on the Game Boy which came out much earlier had pretty good sprites and many late NES games just blow it out of the water graphically.
The sprites were made before any official art, so they look fine for that. They were making JRPG monsters, not a bunch of plush toys unified under a single style.
OP here
I am very disappointed in all of you.
They've never been particularly good at this, their work always pales in comparison to their contemporaries. Chrono Trigger came out a year before Red and Blue and KoFXIII came out the same year as Black and White. Their spritework is nothing short of embarrassing, it's no wonder that they switched to 3D models.
>SNES game
>PS3 game
I hope this is bait.
you literally start red and blue with a SNES in your
room which you can play on.
It's like they knew.
as the other anon said, better be bait.
but you are right, their work USUALLY pales in comparison to their contemporaries.
it wasn't the case on the GB/GBC or even the 3DS really
Yellow sprites are pretty good for the GB.