Most animated games?

Watching many Speccy game replays, I suddenly noticed in some games there're so many moving and animated sprites/object, not to mention the bullet storm.

SmashTV? Scramble spirits? But where are most?

TY

Comments

  • Soft n' Cuddly, and Go To Hell seem to have an awful lot going on onscreen at once.

    Pity they're both sh*t! :))
    Every night is curry night!
  • Text adventures of course! They sometimes move 768 letters all at once!

    Some games with smaller fonts even more! :D
  • Both Dynamite Dan and DD2 had a number of sprites that flew in and out of the playing area.

    All of the creatures in Chaos had their own animation as well, so the screen got quite busy in a game with all eight wizards casting spells.
  • Many Probe games: Savage, Trantor, etc.
    Every man should plant a tree, build a house, and write a ZX Spectrum game.

    Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
    and zasm Z80 Assembler syntax highlighter.
    Member of the team that discovered, analyzed, and detailed the floating bus behavior on the ZX Spectrum +2A/+3.

    A few Spectrum game fixes.
  • NRANRA
    edited May 2018
    Thank you, guys. Also I appreciate a joke about text blocks, but how about the real things? May be numbers work better?

    Ok, although it's an awkward thing about tiny resolution and blocky attributes, yet rewording the question:
    Which game made you lose what's going on the screen because of moving objects?
    Post edited by NRA on
  • Starquake generally had a lot of moving sprites
  • I tried to compare Xecutor vs Zynaps vs Cobraforce and... moving active background, many shoots, and keep counting
  • NRA wrote: »
    Thank you, guys. Also I appreciate a joke about text blocks, but how about the real things? May be numbers work better?

    Ok, although it's an awkward thing about tiny resolution and blocky attributes, yet rewording the question:
    Which game made you lose what's going on the screen because of moving objects?

    Flying Shark! :))
    Every night is curry night!
  • Most platformers had a lot of sprites (JSW 1&2, Super Robin Hood etc). Although in Jet Set Willy the music slows down if there's a lot going on with the sprites.
    The trouble with tribbles is.......
  • In R-Type the screen is quite busy most of the time with both bullets and baddies.
  • No one's mentioned Gauntlet !
  • I nearly did, but I think I got away with it
    Every time I read that the oldest person in the world has died, I have to do a quick check to see it isn't ME..........
  • Indeed, hard numbers work the best)

    However, besides technical specifications(CPU/MEM/clashing), gameplay and imagination,
    what other limitations reduced game animation?
  • Trying to calculate animations, it appeared much more difficult for one should consider different types of animation and the size too...

    A very abstract question it is
  • NRA wrote: »
    Indeed, hard numbers work the best)

    However, besides technical specifications(CPU/MEM/clashing), gameplay and imagination,
    what other limitations reduced game animation?

    Lazyness? Low budget?

    I was there, too
    An' you know what they said?
    Well, some of it was true!
  • Zup wrote: »
    Lazyness? Low budget?
    Right, including time-frame and (rarely?) reusable gfx/sfx and routines--especially it's true for new teams with similar projects.

    It still makes me shudder that there were people who produced decent games alone or two-three.
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