The art and engineering of Sega CD Silpheed

(fabiensanglard.net)

89 points | by ibobev 1 hour ago

5 comments

  • jonhohle 1 hour ago
    The Sega CD is my favorite console and I was fortunate enough to have one growing up. Silpheed was unlike anything else. Unlike most FMV games, Silpheed actually felt like controlling a movie. During the first level when laser blasts are tearing through the fleet gigantic ships filling the screen with debris, I could barely believe what I was seeing.

    As the article points out, while it is an FMV game, it tries to fool you into thinking it’s a polygon based game. The Sega CD had no 3D capabilities at all (just 2D rotation and scale). But GameArts pulls off the FMV so convincingly, down to the aliasing, that it’s hard to understand (at least to my 12-year old self) how it could be anything other than 3D rendering.

    It’s often panned as not the best shooter, but the gameplay was secondary to the experience. I don’t know how it would play for someone who didn’t experience it at the time, but it will always be one of my favorites on the system.

    • ndiddy 10 minutes ago
      Yeah Silpheed is a great example of designing a game around the strengths of its target hardware. Because they were able to focus the art design around what could be streamed at high quality off a 1x CD drive, the FMV works a lot better than it did in games like Night Trap and Wirehead that tried to shoehorn live action video into a console that wasn't capable of displaying it at a decent quality. The actual gameplay is similar to an early 1980s arcade game like Galaga, but I agree with you that the presentation makes it worth playing at least a few levels of Silpheed even now.
    • xutopia 12 minutes ago
      I remember when people would talk about a new game they hadn't yet tried and the first question was "How are the graphics?". They truly did amazing work back then to push the limits of systems so they could present things that the machine wasn't expressly built to accomplish.
  • bantunes 1 hour ago
    This was submitted by a bot :D I subscribe to Fabien's RSS and he must have changed something in the server because I got this post on my RSS reader (again, as it's an old post), and here it is submitted to HN (again)
  • pram 1 hour ago
    Cool article, but Silpheed is a genuinely awful game. Just warning if you are tempted to play it after this lol
    • 3lit3krew 4 minutes ago
      Agreed, the original is awful too.
    • AdmiralAsshat 40 minutes ago
      Sounds like a great candidate to watch a LongPlay instead!
    • toast0 48 minutes ago
      I mean, the gameplay isn't amazing. But I wouldn't call it awful. I've played games that are a lot worse... many of which are less fun while also being much less visually appealing. IIRC the sound design for silpheed is good too?
  • actionfromafar 48 minutes ago
    Using the ASIC meant for bitmap rotation and font rendering in an almost MPEG like fashion. Super clever.
  • possibilistic 1 hour ago
    [flagged]
    • cisophrene 39 minutes ago
      FYI, besides the obvious shilling, you’re being downvoted because Fabien Sanglard has been writing this kind of deep software RE analysis for the last 15 years, is one of the most knowledgeable people in the world on classic game-engine internals, and certainly did not involve AI in doing any of this.
      • ndiddy 27 minutes ago
        From the article:

        > I spent the past two weeks reverse engineering the FMV format in my spare time. That was a departure from how I normally work since I did not write a single line of code. I will likely write something about my A.I framework (and opensource it) next month. But I can already tell this is an overall pleasant way to work.

      • possibilistic 24 minutes ago
        This IS AI.

        Please unflag my comment.

      • jjk7 33 minutes ago
        If you read the article, he admits he used AI for this.