This is a picture of the interior of Links house, in “The Legend of Zelda: A Link to the Past”. It’s the first room in the game. It looks very good. I will attempt to analyze what they have done to achieve this – what techniques have been applied, and why. Some techniques has been used because they are great artists – and some techniques have been used, because the SNES has very little memory.
First, a little bit about the SNES. The old game consoles got hardware-support for tiles. This means two things; Re-using small pieces of graphics was easily achieved – as the console can flip the tiles horizontally, and vertically, without consuming more memory. The only console in sale today, that still makes use of this – is the Nintendo DS.
A screen consists of a grid of tiles. When you look at a grid with 8×8 spacing, you can easily tell that the tiles are being reused. In some places, you’ll see variations that are achieved by just flipping every other tile.
The floor is the simplest pattern in this scene. It is made out of two tiles, simply alternating each other. One can also create this pattern as one 16×16 tile.
The bed is fairly simple. It consists of 6 tiles. The bed is symmetrical, so the right side is just repeating the same tiles as the left side, but flipped horizontally. Rows 2-4 are identical.
This cares to demonstrate some of the limitations the graphic artists were working under. Even though the game looks very good, it’s needless to say that the artist would be able to create more detail if he wasn’t confined to the limitation of maximum X tiles in the tileset. We now know that the bed is symmetrical, because of technical limitations – and not because the artist thought it was the best way to draw a bed. You will find this literally everywhere in 16-bit era games.
It still looks good, but it was also a sacrifice to make room for more art. Unless you are making graphics for a platform with strict limitations on how detailed your graphics can be – you should remember that this is not a compromise you need to deal with. You may chose to do so, for your own reasons – e.g. you want to mimic the 16-bit era graphics more accurately. But you don’t have to. You’re free to ignore it.






























