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Techniques & Technology

Sprite Scaling

Pseudo-3D depth

Sprite scaling created the illusion of 3D depth by drawing sprites at different sizes based on distance, enabling racing games, shooters, and flight simulators on 2D hardware.

arcadesega-mega-driveAmigaSNES graphics3Dtechnique 1982–present

Overview

Make distant things small, close things large. Sprite scaling created convincing 3D without true 3D hardware. Racing games showed cars growing as they approached. Shooters had enemies rushing toward the player. The technique powered the “Super Scaler” arcade era and brought pseudo-3D to home systems.

Fast facts

  • Purpose: Simulate 3D depth.
  • Method: Size sprites by distance.
  • Peak: Mid-1980s to early 1990s.
  • Hardware: Often required custom chips.

How it works

StepProcess
1Calculate object distance
2Determine scale factor
3Draw sprite at scaled size
4Position based on perspective

Sega Super Scaler

GameYearInnovation
Hang-On1985Motorcycle racing
Space Harrier1985Into-screen shooter
Out Run1986Driving with scenery
After Burner1987Air combat
Galaxy Force1988Space combat

Implementation approaches

MethodRequirement
Hardware scalingCustom arcade chips
Pre-scaled spritesMultiple sprite versions
Real-time softwareCPU intensive
Mode 7 (SNES)Hardware rotation/scaling

Pre-scaled sprites

DistanceSprite version
Far8×8 pixels
Medium16×16 pixels
Close32×32 pixels
Very close64×64 pixels

Requires multiple versions of each sprite in ROM.

Mode 7 (SNES)

FeatureCapability
Background scalingReal-time
RotationAny angle
SpritesNot scaled by Mode 7
GamesF-Zero, Mario Kart

Software scaling

PlatformPerformance
AmigaBlitter-assisted
Mega DriveCPU scaling routines
PCLater VGA games

Limitations

ConstraintEffect
MemoryMultiple sprite copies
CPUReal-time calculation
QualityPixelation at large sizes
AnimationEach frame needs all scales

See also