0:00:02.669,0:00:08.703 They say graphics aren't important - but every[br]game I've ever played has had them. 0:00:09.009,0:00:14.050 Game visuals are the most obvious indicator[br]of their technology. 0:00:14.005,0:00:20.027 From naive origins, to an explosion of arcades[br]and home consoles, and the emergence and refinement 0:00:20.027,0:00:25.032 of three-dimensional games: graphics have[br]come a long way over the course of video game 0:00:25.032,0:00:25.083 history. 0:00:25.083,0:00:30.116 So, what are the most important graphical[br]milestones? 0:00:31.016,0:00:36.595 How has available technology shaped the type[br]of games we play? 0:00:36.739,0:00:43.739 And shouldn't it be about the gameplay instead? 0:00:45.339,0:00:51.370 In their earliest days, video games amounted[br]to little more than electronic novelties. 0:00:51.649,0:00:56.654 These pixel pioneers broke new ground with[br]every step - in an era when simply moving 0:00:57.149,0:01:02.177 a flicker of light across a television screen[br]was incredible. 0:01:02.429,0:01:08.700 Games like Pong were a space age wonder, tapping[br]in to a surge in sci-fi interest and becoming 0:01:08.007,0:01:11.636 the earliest major success of the video game[br]industry. 0:01:12.329,0:01:17.329 For the first time ever, video games were[br]cool. 0:01:17.329,0:01:22.990 It wouldn't last forever, of course - and[br]once the novelty wore off, the need for more 0:01:22.099,0:01:27.100 advanced hardware - and more impressive visuals[br]- became clear. 0:01:28.000,0:01:33.189 Full-colour graphics were an early threshold[br]for arcade games: and while colour television 0:01:33.189,0:01:37.271 had existed since before the second world[br]war, most early video games were limited to 0:01:38.009,0:01:40.108 a monochrome display. 0:01:40.999,0:01:46.025 Some games used coloured overlays to spruce[br]up their playfields - a translucent plastic 0:01:46.259,0:01:50.294 sheet applied on top of a black and white[br]display. 0:01:50.609,0:01:55.638 Obviously quite a limited solution, but it[br]was at least a cheap one: and while monochrome 0:01:55.899,0:02:01.957 games continued to rake in coins, technology[br]would have a chance to catch up. 0:02:02.479,0:02:07.538 The very first arcade game to use a coloured[br]display is difficult to pin down - some existed 0:02:08.068,0:02:13.260 only as prototypes, such as a colour variant[br]of Gotcha! 0:02:13.026,0:02:18.087 Some early multiplayer racing games used colour[br]to differentiate each player's car: Indy 4 0:02:18.087,0:02:25.087 in 1976 is one early example, and Car Polo[br]in 1977 was the very first colour arcade game 0:02:25.009,0:02:28.070 to use a microprocessor. 0:02:29.051,0:02:33.125 These early examples are normally glossed[br]over in favour of the first truly successful 0:02:34.025,0:02:37.034 RGB colour game: Galaxian. 0:02:38.015,0:02:43.039 Essentially a fancier version of Space Invaders,[br]each of the brightly-coloured alien ships 0:02:43.039,0:02:47.122 could flit freely across the screen: and perhaps[br]more impressive were the multiple colours 0:02:48.022,0:02:54.028 used in each sprite - for its time, the game[br]was an audiovisual treat. 0:02:54.028,0:03:01.028 By 1980, colour graphics were the norm: Pac-Man[br]just wouldn't be the same without its colourful 0:03:01.329,0:03:07.010 ghosts and the familiar yellow protagonist. 0:03:07.001,0:03:09.001 Pixels haven't always been the norm. 0:03:09.001,0:03:13.097 In the early days of the arcade, there were[br]two principal paradigms for rendering an image 0:03:13.097,0:03:19.109 on the screen: raster and vector. 0:03:20.009,0:03:24.100 Raster comes from the latin word 'rastrum'[br]meaning rake, - and today is the more familiar 0:03:25.000,0:03:27.068 method of drawing on-screen. 0:03:27.068,0:03:32.162 The electron beam rapidly sweeps every line[br]of the display in sequence, forming a grid: 0:03:33.062,0:03:37.681 and line-by-line, a picture is assembled. 0:03:38.239,0:03:43.430 Vector graphics directly manipulate the electron[br]beam to form their images, in a similar manner 0:03:43.043,0:03:50.043 to an oscilloscope: indeed, very early games[br]like Tennis For Two used an oscilloscope display. 0:03:52.012,0:03:59.012 The most famous vector arcade title is Asteroids:[br]and while its graphics might be sparse, the 0:03:59.129,0:04:04.193 perfectly smooth polygons do boast a certain[br]charm. 0:04:04.769,0:04:10.010 Compare the appearance of two similar games[br]using each of these methods: the smooth vector 0:04:10.001,0:04:17.000 lines of Space War! versus the blockier pixels[br]of Star Cruiser. 0:04:17.028,0:04:22.119 Vector graphics are cleaner, but less versatile:[br]while raster images can't reproduce smooth 0:04:23.019,0:04:28.034 lines, their ability to render more complex[br]scenes and filled shapes helped to secure 0:04:28.034,0:04:32.048 the pixel's dominance. 0:04:32.048,0:04:38.069 Early arcade games normally had fixed playfields:[br]a game's arena was sized to fit the screen. 0:04:38.069,0:04:43.120 Scrolling the display to slowly reveal a level[br]required more grunt: it demands the ability 0:04:44.002,0:04:47.057 to shift around large chunks of memory. 0:04:47.075,0:04:51.129 Early driving titles like Speed Race were[br]the first to introduce scrolling, although 0:04:52.029,0:04:59.029 the hardware limitations did force some concessions:[br]mirrored tracksides and a rather spartan roadway. 0:04:59.083,0:05:05.131 Defender in 1980 was an evolution of the space[br]shooter, and set the scene for future side-scrolling 0:05:06.031,0:05:10.122 shoot-em-ups: despite its simple graphics,[br]it offered freedom of movement across a planet's 0:05:11.022,0:05:15.027 surface - along with a host of aliens to shoot. 0:05:15.027,0:05:20.034 Similarly, the top-down view seen in Xevious[br]is often cited as the origin of the vertically 0:05:20.097,0:05:24.165 scrolling shoot-em-up: with the player's ship[br]at the bottom of the screen shooting upwards 0:05:25.065,0:05:29.069 as the scenery slowly unravels below. 0:05:30.005,0:05:36.010 SEGA's Zaxxon was the first isometric game,[br]complete with isometric scrolling: simulating 0:05:36.055,0:05:40.122 3 dimensions with a 2:1 dimetric projection. 0:05:41.022,0:05:45.048 This technique was employed by many later[br]games - particularly strategy games of the 0:05:45.048,0:05:50.131 early 90s - with a psuedo-3D appearance that[br]still fits the pixel grid. 0:05:51.031,0:05:57.036 Similarly, the use of sprite scaling - resizing[br]images on the fly - is sometimes seen in games 0:05:57.081,0:06:02.090 attempting to lend their otherwise flat graphics[br]a sense of depth. 0:06:02.009,0:06:06.075 Early Nintendo shooter Radar Scope shrank[br]sprites in the distance to give the impression 0:06:07.056,0:06:13.099 that you were gazing across a plane of space:[br]the goal to repel any invaders. 0:06:13.099,0:06:18.174 More impressive was the scenery in 1981's[br]Turbo: although painted in garish colours, 0:06:19.074,0:06:23.109 and with quite some distortion - the effect[br]is nonetheless outstanding when compared to 0:06:24.009,0:06:27.084 other games from a similar time. 0:06:27.084,0:06:32.090 The advent of 16-bit arcade hardware brought[br]about more colours, and the ability to shift 0:06:32.009,0:06:39.009 more pixels than ever before: and SEGA's 'Super[br]Scaler' tech in the mid-1980s blew everything 0:06:42.066,0:06:42.161 else out of the water. 0:06:43.061,0:06:45.143 Truly, a new era was beginning. 0:06:46.043,0:06:51.045 Hang-On combined smooth sprite scaling with[br]blistering frame rates - and alongside its 0:06:51.063,0:06:57.070 impressive lean-to-steer motorbike cabinet,[br]it certainly made an impact at the arcades. 0:06:58.033,0:07:02.125 Running on the same hardware was Space Harrier:[br]an into-the-screen rail shooter that would 0:07:03.025,0:07:08.041 set a benchmark in sound and graphics: as[br]well as establishing the basis for the Top-Gun 0:07:08.041,0:07:11.087 inspired After Burner. 0:07:11.087,0:07:16.148 Perhaps the most incredible graphics of the[br]early 1980s were those seen in Dragon's Lair: 0:07:17.048,0:07:22.139 leveraging the huge storage potential of laserdisc[br]technology, it was a bona-fide interactive 0:07:23.039,0:07:24.043 movie. 0:07:24.079,0:07:29.168 Too bad it wasn't much fun to play. 0:07:30.068,0:07:34.165 The middle of the 1980s saw the end of the[br]arcade's golden era, and the rise of the home 0:07:35.065,0:07:38.100 consoles instead. 0:07:39.000,0:07:43.008 Arcades would still rule the roost as far[br]as graphical power was concerned, but the 0:07:43.008,0:07:47.095 ground they broke earlier meant that cost-reduced[br]home consoles could deliver both colourful 0:07:47.095,0:07:53.122 graphics and smooth scrolling. 0:07:54.022,0:07:58.118 Join me in part two for the next stage of[br]video game graphic development: a time when 0:07:59.018,0:08:04.052 two-dimensional games reigned supreme; and[br]sprites were in their prime. 0:08:04.052,0:08:06.086 Until then, farewell.