These are just like, the most important bosses. A lot of the regular enemy sprites are so nice too. Like just, what they did with such limited hardware. So nice.

  • nemmybun [she/her, sae/saer]@hexbear.net
    link
    fedilink
    English
    arrow-up
    18
    ·
    3 months ago

    Kazuko Shibuya, the artist behind these, is incredible. Pretty sure she actually made all the pixel art for FF1 (including the iconic bridge scene and UI) as I don’t think there was another pixel artist available at the time.

    • autismdragon [he/him, they/them]@hexbear.netOP
      link
      fedilink
      English
      arrow-up
      10
      ·
      3 months ago

      Oh I didnt know the name behind it thats awesome! I knew that for these fix specific sprites they were translated from Amano’s original artwork shockingly faithfully for such a transition, but didnt know the name of the person who actually did the work. So talented!

    • autismdragon [he/him, they/them]@hexbear.netOP
      link
      fedilink
      English
      arrow-up
      8
      ·
      edit-2
      3 months ago

      Yeah the evolution of the sprites across different platforms and versions is also really interesting. Primarily the originals vs the standard set by the wonderswan verisons (even though the fandom wiki has the PS1 and GBA versions ripped, which is fine because theyre basically the same), the PSP versions, and then the Pixel Remaster versions. Ive been reviewing them in a private discord to like two other people lmao <3 These are definitely all good.

      But I’m especially interested in the originals just because of what they pulled off with the hardware yaknow?

      • ShinkanTrain@lemmy.ml
        link
        fedilink
        English
        arrow-up
        17
        ·
        edit-2
        3 months ago

        One thing I’m endlessly fascinated why is how they used CRTs and lossy cables to create detail and transparency

        How tf do you do this?

        • Roonerino [they/them]@hexbear.net
          link
          fedilink
          English
          arrow-up
          8
          ·
          edit-2
          3 months ago

          It’s worth remembering that the artists were authoring the sprites on workstations with CRT displays, too. Which is to say that the images on the left are probably closer to what the artists themselves were seeing as they worked than the ones on the right.

          Not to try to minimize the skill of the artists, but I think what you’re seeing in these examples is as much due to display technology (both consumer and professional grade) being fundamentally different at the time than it is today, as it is due to anything else.

  • Owl [he/him]@hexbear.net
    link
    fedilink
    English
    arrow-up
    9
    ·
    3 months ago

    Yeah they rule. I actually think the regular enemies are even better. Tons of great designs, great silhouettes, great poses, way more shading than you should be able to get out of three colors. Rarely the first thing you’d think of if you sat down to draw the thing in question either, they just ooze style.

    I looked up Kazuko Shibuya’s later work and apparently she did monsters for Terra Battle (who has ever heard of this) and she’s still got it. Look at these random monsters I got from clicking around on that wiki

    • TerminalEncounter [she/her]@hexbear.net
      link
      fedilink
      English
      arrow-up
      13
      ·
      3 months ago

      In terms of, like, the NES rendering, the enemies and bosses in FF1 are rendered on the background layer. Colloquially, people tend to call any chunk of pixel art a sprite.