Relating to NES Sprites

Whenever I say there’s something special about video game graphics during the NES/Master System era, some will believe that it’s simply due to nostalgia, while others will agree with me, but won’t be able to explain why. Sometimes those who agree with me will even chalk it up to nostalgia themselves. I however believe that there are concrete reasons as to why the level of graphics that the 8-bit systems achieved for home consoles holds such significance, and I’d like to discuss one of them here. I’m going to be using mainly NES graphics and not Master System ones, because 1) the NES was more popular and 2) the Master System actually had better graphics overall, and we want to look at the less-good.


From left to right: Berzerk, Robot from Berzerk, Circus


From left to right: Mario, Megaman, Karnov

What is the significant feature that the characters below all have in common that the characters above do not, aside from obvious graphical quality improvements?

Answer: They have faces.

This makes it easier to identify with them as characters, and gives them a sense of personality. In the NES era, the graphics were strong enough on the popular consoles to portray characters’ faces and to give them facial expressions, even if it’s the same expression all the time. This is important because we as humans tend to see ourselves in our surroundings. Scott McCloud talks about this a good deal in Understanding Comics, but it really is something fundamental. Two dots and and a line becomes a face. A semi-circle shape can be a smile or a frown depending on which way it’s facing. It allows players to identify with the characters.

While this does not take into account those games which feature primarily vehicles or objects inanimate objects, my focus is not so much on them, as I believe they have a somewhat similar appeal, only focused on their fantastical realism rather than their human quality.

Even those characters who practically had no eyes, noses, or mouths still benefited from the 8-bit graphical quality, as it allowed the games to clearly delineate an area of the body as the head.


From left to right: Simon Belmont, Bill Rizer, Ryu Hayabusa

This was especially useful in portraying characters with more human proportions as opposed to the big-headed cartoonish sprites from before, as it allowed the characters to seem realistic on the NES while again still giving them some sense of personality.

That is not to say that faces on sprites were a wholly unique experience to the 8-bit era. The NES and the Master System were not the first consoles to regularly portray characters with faces, with that honor probably going to the Colecovision in 1982. However, the difference here is a matter of timing, as 1983 was also the year of the North American Video Game Crash, and so in the minds of most people, graphics went from Atari to Nintendo, and if you look at the graphics of that era, they more often than not could barely differentiate a head from a neck, with one notable exception being Pitfall for the Atari 2600. Hey, it’s not all art and discovery.

The 8-Bit NES era was when graphics were good enough so that almost anyone who made a game for the console could give a sprite a face (and in essence, a personality), and thanks to good timing also was when video games were again popular enough to be a common feature in households. Graphics were certainly not the only factor in endearing the NES (and to a lesser extent the Master System) to young gamers, but as humans are visual creatures, graphics played a significant role in implanting the memories of these games into their minds.

7 thoughts on “Relating to NES Sprites

  1. I was reminded of a post by 2DT while reading this: http://2dteleidoscope.wordpress.com/2009/09/18/thinking-about-blobs-kyoani-and-social-impairment/
    – in regards to how face structure can really heighten the emotional profundity of a medium by offering an “implicit communication.”

    Growing up with some of the retro consoles like SNES, I never thought to look at like that. Especially this: “This makes it easier to identify with them as characters, and gives them a sense of personality.” Looking back, though, I agree with you 100%.

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  2. The notion of characters being identifiable and relatable because they have faces is a good one, but what happens as faces became less abstract and more detailed, as is the case with today’s games? Personally, I think the fact that the default perspective by which I view my gaming protagonists has changed to looking not at their faces but the backs of their heads (if not through their own eyes) is something that makes them substantially less memorable to me.

    That entire generations have grown up relating to Master Chief and Gordon Freeman is something I shall never truly understand the reasons for, no matter how much I read.

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  3. I think you’re certainly right that the ability to suggest a face allows the idea of a character to arise, and yet looking at those 2600 figures, I feel they have an atttraction of their own, almost like petroglyphs.

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    • Oh, you’re definitely right about that. The specialness of NES graphics does not come at the exclusion of other systems and generations.

      Heck, I think there’s a certain charm to PS1 graphics, in terms of how they tried so hard to push the envelope of realism when people still had box faces and stub hands.

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  4. Pingback: Miyamoto Shigeru Agrees with Me « OGIUE MANIAX

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