thumb|Tank and rocket sprites from [[Broforce]]

In computer graphics, a sprite is a two-dimensional bitmap that is integrated into a larger scene, most often in a 2D video game. Originally, the term sprite referred to fixed-sized objects composited together, by hardware, with a background. It was also used by Danny Hillis at Texas Instruments in the late 1970s. The term was derived from the fact that sprites "float" on top of the background image without overwriting it, much like a ghost or mythological sprite.

Some hardware manufacturers used different terms, especially before sprite became common:

Player/Missile Graphics was a term used by Atari, Inc. for hardware sprites in the Atari 8-bit computers (1979) and Atari 5200 console (1982). The term reflects the use for both characters ("players") and smaller associated objects ("missiles") that share the same color. The earlier Atari Video Computer System and some Atari arcade games used player, missile, and ball.

Stamp was used in some arcade hardware in the early 1980s, including Ms. Pac-Man.

The earliest video games to represent player characters as human player sprites were arcade sports video games, beginning with Taito's TV Basketball, released in April 1974 and licensed to Midway Manufacturing for release in North America. Designed by Tomohiro Nishikado, he wanted to move beyond simple Pong-style rectangles to character graphics, by rearranging the rectangle shapes into objects that look like basketball players and basketball hoops. Ramtek released another sports video game in October 1974, Baseball,

The Namco Galaxian arcade system board, for the 1979 arcade game Galaxian, displays animated, multi-colored sprites over a scrolling background. It became the basis for Nintendo's Radar Scope and Donkey Kong arcade hardware and home consoles such as the Nintendo Entertainment System. According to Steve Golson from General Computer Corporation, the term "stamp" was used instead of "sprite" at the time.

Home systems

Signetics devised the first chips capable of generating sprite graphics (referred to as objects by Signetics) for home systems. The Signetics 2636 video processors were first used in the 1978 1292 Advanced Programmable Video System and later in the 1979 Elektor TV Games Computer.

The Atari VCS, released in 1977, has a hardware sprite implementation where five graphical objects can be moved independently of the game playfield. The term sprite was not in use at the time. The VCS's sprites are called movable objects in the programming manual, further identified as two players, two missiles, and one ball. These each consist of a single row of pixels that are displayed on a scan line. To produce a two-dimensional shape, the sprite's single-row bitmap is altered by software from one scan line to the next.

The 1979 Atari 400 and 800 home computers have similar, but more elaborate, circuitry capable of moving eight single-color objects per scan line: four 8-bit wide players and four 2-bit wide missiles. Each is the full height of the display—a long, thin strip. DMA from a table in memory automatically sets the graphics pattern registers for each scan line. Hardware registers control the horizontal position of each player and missile. Vertical motion is achieved by moving the bitmap data within a player or missile's strip. The feature was called player/missile graphics by Atari.

Texas Instruments developed the TMS9918 chip with sprite support for its 1979 TI-99/4 home computer. An updated version is used in the 1981 TI-99/4A.

In 2.5D and 3D games

thumb|Player interactions with sprites in a 2.5D game

Sprites remained popular with the rise of 2.5D games (those which recreate a 3D game space from a 2D map) in the late 1980s and early 1990s. A technique called billboarding allows 2.5D games to keep onscreen sprites rotated toward the player view at all times. Some 2.5D games, such as 1993's Doom, allow the same entity to be represented by different sprites depending on its rotation relative to the viewer, furthering the illusion of 3D.

Fully 3D games usually present world objects as 3D models, but sprites are supported in some 3D game engines, such as GoldSrc and Unreal, and may be billboarded or locked to fixed orientations. Sprites remain useful for small details, particle effects, and other applications where the lack of a third dimension is not a major detriment.

Systems with hardware sprites

These are base hardware specs and do not include additional programming techniques, such as using raster interrupts to repurpose sprites mid-frame.

{| class="wikitable sortable sticky-header" style="text-align:center"

|+

! System !! Sprite hardware !! Introduced!! Sprites on screen !! Sprites per scan line !! Max. texels on line !! Texture width !! Texture height !! Colors !! Zoom !! Rotation !! Collision detection !! <small>Transparency</small> !!

|-

| Amstrad Plus || ASIC || 1990 || 16 || 16 || ? || 16 || 16 || 15 || || || || Color key ||

|-

| Atari 2600 || TIA || 1977 || 5 || 5 || 19 || 1, 8 || 262 || 1 || || || || Color key ||

|-

| Atari 8-bit computers || GTIA/ANTIC || 1979 || 8 || 8 || 40 || 2, 8 || 128, 256 || 1 || || || || Color key ||

|-

| Commodore 64 || VIC-II || 1982 || 8 || 8 || 96, 192 || 12, 24 || 21 || 1, 3 || || || || Color key ||

|-

| Amiga (OCS) || Denise || 1985 || 8, can be reused horizontally per 4 pixel increments || Arbitrary, 8 unique || Arbitrary || 16 || Arbitrary || 3, 15 || list || || || Color key ||

|-

| Amiga (AGA) || Lisa || 1992 || 8, can be reused horizontally per 2 pixel increments || Arbitrary, 8 unique || Arbitrary || 16, 32, 64 || Arbitrary || 3, 15 || || || || Color key ||

|-

| ColecoVision || TMS9918A||1983||32||4||64|| 8, 16||8, 16||1|| |||||| Color key ||

|-

| TI-99/4 & 4A || TMS9918||1979||32||4||64|| 8, 16||8, 16||1|| |||||| Color key ||

|-

| Gameduino || || 2011 || 256 || 96 || 1,536 || 16 || 16 || 255 || || || || Color key ||

|-

| Intellivision || STIC AY-3-8900 || 1979 || 8 || 8 || 64 || 8 || 8,16 || 1 || || || || Color key ||

|-

| MSX ||TMS9918A||1983||32||4||64|| 8, 16||8, 16||1|| |||||| Color key ||

|-

| MSX2 || Yamaha V9938 || 1986 || 32 || 8 || 128 || 8, 16 || 8,16 || 1, 3, 7, 15 per line || || || || Color key ||

|-

| MSX2+ / MSX turbo R || Yamaha V9958 || 1988 || 32 || 8 || 128 || 8,16 || 8,16 || 1, 3, 7, 15 per line || || || || Color key ||

|-

| Namco Pac-Man<br />(arcade) || TTL || 1980 || 6 || 6 || 96 || 16 || 16 || 3 || || || || Color key ||

|-

| TurboGrafx-16 || HuC6270A || 1987 || 64 || 16 || 256 || 16, 32 || 16, 32, 64 || 15 || || || || Color key ||

|-

| Namco Galaxian<br />(arcade) || TTL|| 1979 || 7 || 7 || 112 || 16 || 16 || 3 || || || || Color key ||

|-

| Nintendo Donkey Kong, Radar Scope<br />(arcade) || || 1979 || 128 || 16 || 256 || 16 || 16 || 3 || || || || Color key ||

|-

| Nintendo DS || Integrated PPU || 2004 || 128 || 128 || 1,210 || 8, 16, 32, 64 || 8, 16, 32, 64 || 65,536 || || || || Color key, blending ||

|-

| NES/Famicom || Ricoh RP2C0x PPU || 1983 || 64 || 8 || 64 || 8 || 8, 16 || 3 || || || || Color key ||

|-

| Game Boy || Integrated PPU || 1989 || 40 || 10 || 80 || 8 || 8, 16 || 3 || || || || Color key ||

|-

| Game Boy Advance || Integrated PPU || 2001 || 128 || 128 || 1210 || 8, 16, 32, 64 || 8, 16, 32, 64 || 15, 255|| || || || Color key, blending ||

|-

| Master System,<br />Game Gear || YM2602B VDP<br />(TMS9918-derived) || 1985 || 64 || 8 || 128 || 8, 16 || 8, 16 || 15 || || || || Color key ||

|-

| Genesis / Mega Drive || YM7101 VDP<br />(SMS VDP-derived) || 1988 || 80 || 20 || 320 || 8, 16, 24, 32 || 8, 16, 24, 32 || 15 || || || || Color key ||

|-

| Sega OutRun (arcade) || || 1986 || 128 || 128 || 1600 || 8 to 512 || 8 to 256 || 15 || || || || Alpha ||

|-

| X68000 || Cynthia jr. (original), Cynthia (later models) || 1987 || 128 || 32 || 512 || 16 || 16 || 15 || || || || Color key ||

|-

| Neo Geo || LSPC2-A2 || 1990 || 384 || 96 || 1536 || 16 || 16 to 512 || 15 || || || || Color key ||

|-

| Super NES / Super Famicom || S-PPU1, S-PPU2 || 1990 || 128 || 34 || 256|| 8, 16, 32, 64 || 8, 16, 32, 64 || 15 || || || || Color key, averaging ||

|- class="sortbottom"

! System !! Sprite hardware !! Introduced !! Sprites on screen !! Sprites on line !! Max. texels on line !! Texture width !! Texture height !! Colors !! Hardware zoom !! Rotation !! Collision detection !! <small>Transparency</small> !! Source

|}

See also

  • 2.5D

References