Overview
Every moving character in 2D games relies on frame animation—displaying a sequence of still images rapidly enough to create the illusion of motion. The technique’s quality depends on frame count, timing, and whether artists applied principles from traditional animation like anticipation, follow-through, and exaggeration.
Fast facts
- Basis: Sequential image display.
- Frame rate: Tied to display refresh (50/60Hz).
- Quality factors: Frame count, timing, artistic skill.
- Constraint: Memory limits sprite frames.
Animation principles
| Principle | Game application |
|---|
| Anticipation | Wind-up before attacks |
| Follow-through | Continued motion after action |
| Squash and stretch | Impact deformation |
| Exaggeration | Readable movement |
| Secondary action | Hair, cloth, particles |
Frame count trade-offs
| Count | Result | Use case |
|---|
| 2-4 frames | Basic movement | Memory-limited platforms |
| 6-8 frames | Smooth walking | Most 8-bit games |
| 12-16 frames | Fluid action | 16-bit titles |
| 24+ frames | Animation quality | Neo Geo, arcade |
| Platform | Typical frames | Example |
|---|
| C64 | 3-4 per action | Most games |
| NES | 4-6 per action | Mega Man |
| Mega Drive | 8-12 per action | Sonic |
| Neo Geo | 20+ per action | Metal Slug |
Implementation considerations
| Factor | Approach |
|---|
| Frame timing | Variable for impact |
| Looping | Seamless cycles |
| Transitioning | Shared frames between states |
| Mirroring | Horizontal flip for direction |
See also