Skip to content
Techniques & Technology

Frame Animation

Sprite-based motion

Frame animation creates movement by displaying sequences of pre-drawn sprite images, with quality determined by frame count, timing, and artistic principles borrowed from traditional animation.

C64zx-spectrumAmigaNESsega-mega-drivearcade graphicsanimationsprites 1978–1999

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

PrincipleGame application
AnticipationWind-up before attacks
Follow-throughContinued motion after action
Squash and stretchImpact deformation
ExaggerationReadable movement
Secondary actionHair, cloth, particles

Frame count trade-offs

CountResultUse case
2-4 framesBasic movementMemory-limited platforms
6-8 framesSmooth walkingMost 8-bit games
12-16 framesFluid action16-bit titles
24+ framesAnimation qualityNeo Geo, arcade

Platform capabilities

PlatformTypical framesExample
C643-4 per actionMost games
NES4-6 per actionMega Man
Mega Drive8-12 per actionSonic
Neo Geo20+ per actionMetal Slug

Implementation considerations

FactorApproach
Frame timingVariable for impact
LoopingSeamless cycles
TransitioningShared frames between states
MirroringHorizontal flip for direction

See also