Amstrad CPC Snatcher

Amstrad CPC Snatcher

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Amstrad CPC Snatcher



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Title: Amstrad CPC Snatcher
Pixel Artist: Doyoudigworms  (Level 1 Intern :: 401 points)
Posted: 1/30/2015 00:21
Palette: 15 colors
Statistics:  16 comments    15 faves    0 avatars

Mode 0: 16 colours (Amstrad Palette), Widepixels (2:1) w/ modified resolution.

Animated Videophone homage to Hideo Kojima's adventure game Snatcher. The Videophone is carried around by Gillian Seed robot companion, Metal Gear Mark II.  MG mk. II holds the power of communication and it's videophone soon becomes Gillian's primary form of long distance contact, not unlike the codec introduced in Metal Gear (MSX).

Snatcher Wiki Article:

http://en.wikipedia.org/wiki/Snatcher

Reference Materials w/ descriptions and original links:

http://imgur.com/a/V0hWb

Forgive the exhaustive text... I like process. So let’s talk shop!

Sometimes it's nice to know that the best sources of inspiration often come about by happenstance...

A few weeks ago while attempting to play Hideo Kojima's Snatcher, I was left to tinker with some very unfortunate & wonky aspect ratios defaulted on my Raspberry Pi. I came across one very skewed resolution that made the game appear as if it were developed in widepixel. At first sight the psuedo widepixel looked garish but after further analysis seemed aptly fitting for Kojima’s cyberpunk adventure. 

That distorted image of led me to ponder what Snatcher may have looked like on the C64 and furthermore how would I attempt a faithful recreation? Further analysis of mine would show that the muted pastel tones of the C64 were not quite vibrant enough to reflect the syrupy neon lights of Neo Kobe City. The Amstrad CPC palette had presented a vibrant touch which generally speaking seemed easy enough to follow (restriction-wise) and was an easy solution for me, after only a few weeks prior having been completely smacked smitten over Carnivac’s CPC gallery

That being said...I am not sure if this Snatcher piece would be entirely possible on a real CPC. I simply do not know enough about the machines programming restrictions. However, I made my best attempts to adhere to the graphical restrictions of Mode 0, that meant using 16 colours or less and keeping it strictly widepixel. Apart from the modified resolution, the animation is the only other thing I am iffy about. The flickering lights, roll-out text, cursor and button indentations are all just basic tile swaps, but I imagine the Snatcher requires transparency. Never-the-less, heavy considerations and only minor stylistic liberties were taken.

Discussion

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Doyoudigworms (Level 1 Intern) @ 2/12/2017 20:55

Thanks for your feedback, MacDeath. It was very insightful. I love deconstructing older systems and working closely around their original restrictions. You really start to understand the motivation of the programmers and artists of the time. It has helped me improve my pixel art and overtime... problem solving has become easier. I never had the luxury of growing up with a CPC/C64/NEC PC etc. (NES/SMS kid). So, all of this is very new to me. However, I have a deep appreciation for retro games, how they were made and the people who made them. It's reassuring to know that it would be possible, even if it required a little more to make it possible.


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MacDeath (Level 1 Rookie) @ 3/2/2016 14:57

Basically the 640x200x8 video mode on NEC PC8xxx was considered an actual 320x200x27... the fine dithering of the basic RGB 8 colours producing the Amstrad CPC palette.

CPC can display in fullscreen in 192x256 so you can actually turn the 640x200x8 graphics from NEC PC8xxx into 320x200x27 graphics (just divide the horizontal resolution by two and merge the colours) that can then be put (only the graphic parts) into a CPC screens of 192x256... can actually even use double vertical pixels so it would be somewhat 192x128 with big square pixels... may need then to reduce the colours a bit or use rasters (well, snatcher graphics in 320x200 screens would rarely really use all the 27 pseudo colours actually).

ingames parts of Snatcher on NEC PC-88 would most often only display a 384x120 (ratio 1x2) graphic zone... so yeah a CPC can totally put that, just in bigger screen and idéally it would need to redo the pixels on every lines in two to accomodate the inverted pixel ratio of 2x1 in Mode0 on CPC.

To get it into a real game would need extra RAM and IDE SSD/card... most probably but those are now easily available actually.

http://img110.xooimage.com/files/2/d/f/montage-ports-11-4ea16dc.png


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Doyoudigworms (Level 1 Intern) @ 2/12/2015 23:10

Good observations! I thought a lot about the movement and animation on the CPC hardware, but when it came time to animate it, I couldn't quite give it that authentic feel without bleeding into my time...which seems to be in very limited nowadays. I think the rest would be functional without much trouble but I believe you may be right about mask. I imagine flickering or an element of choppiness would be more evident if this was running on CPC hardware. Appreciate the nice comments folks!


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DarkfalzX (Level 7 Assassin) @ 2/8/2015 17:34

I am not familiar with the particulars of CPC programming, but I get the feeling that moving such a large sprite smoothly and seemlessly against a graphical background could be an issue. Addidtonaly - clipping it against the frame could be tough too.

Still - awesome work though!


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Carnivac (Level 8 Behemoth) @ 2/8/2015 08:23

Yeah, I liked that you could tell which machine a game was running on purely by how it looked.  Each system had it's own 'style' in a way due to it's resolution or palette or other limitations (such as attribute issues the Spectrum and C64 had that the CPC thankfully did not).   Each version had it's own 'character' and charm.


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Doyoudigworms (Level 1 Intern) @ 2/2/2015 10:08

Thanks 8 Bit Dreams! I miss the days when games being developed differed from system to system. Often times each version was different due to hardware restrictions or different development teams. Each served as a unique interpretation of the source material. Sometimes the results ended up adding a magical quality to the overall design and art direction. Even when there were misses. Sometimes the liberties or stuff developers were able to sneak past the publisher made the games even more special. I plan to do more 'demakes' but I'd like each to have a significance to them and to not be a re-creation so to speak. I'd much rather develop mock-ups based on a system that it never perhaps had the opportunity to be ported over.


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Doyoudigworms (Level 1 Intern) @ 2/2/2015 09:59

Thanks for your kind words! Love your gallery. Amoung some of my favorite pieces on PJ.


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Stickman (Level 7 Sheriff) @ 1/31/2015 17:43

Fabulous! Good colour choices too.


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Carnivac (Level 8 Behemoth) @ 1/31/2015 01:43

Aw thanks. :)


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8 Bit Dreams (Level 10 President) @ 1/30/2015 17:19

It's funny I feel like this could have been pulled from the Hardcore Gaming 101 website. You definitely nailed the authenticity of the CPC and this easily could be a picture from the port for it.


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ZudZement (Level 5 Captain) @ 1/30/2015 14:59

The colors are pretty much perfect. I like the joke. Good stuff.


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Doyoudigworms (Level 1 Intern) @ 1/30/2015 13:48

Thanks fellas! 8 Bit, I left a comment on your Ned Kelly piece. Dynamo.


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8 Bit Dreams (Level 10 President) @ 1/30/2015 12:35

Haha, two vintage computer pieces in one day by two Canucks? What are the odds? I just posted my MSX piece, have look and let me know what you think if you have the time.


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Christoballs (Level 7 Neanderthal) @ 1/30/2015 11:59

Great work! I hope to see more from you soon. :)


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Doyoudigworms (Level 1 Intern) @ 1/30/2015 08:49

Appreciate the kind words! Some of your techniques helped me get through some of the harder points of this creation as I very seldom see anything done with this palette (Only a single grey?!) and with such style as well! In some small way, I dedicate this piece to you and our shared love for 1980's robots and vintage computing.


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Carnivac (Level 8 Behemoth) @ 1/30/2015 01:45

This looks awesome.  Lovely use of colour.  And yeah I can't see any of this being a problem on a real CPC (don't know about the rest of the game as I've never played it).  Real nice work.  :)


Related & Tags


Snatcher, 2:1 (Wide Pixel), Amstrad CPC, 15 Color, Amstrad CPC Snatcher avatars, Amstrad CPC Snatcher icons, Amstrad CPC Snatcher pixel art, Amstrad CPC Snatcher forum avatars, Amstrad CPC Snatcher AOL Buddy Icons

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