2.5D
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2.5D (two-and-a-half dimensional) perspective refers to
gameplay Gameplay is the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, plot and pl ...
or movement in a
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This fee ...
or
virtual reality Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), e ...
environment that is restricted to a
two-dimensional In mathematics, a plane is a Euclidean ( flat), two-dimensional surface that extends indefinitely. A plane is the two-dimensional analogue of a point (zero dimensions), a line (one dimension) and three-dimensional space. Planes can arise as ...
(2D) plane with little to no access to a third dimension in a space that otherwise ''appears'' to be three-dimensional and is often simulated and rendered in a 3D digital environment. This is similar but different from pseudo-3D perspective (sometimes called three-quarter view when the environment is portrayed from an angled top-down perspective,) which refers to 2D graphical projections and similar techniques used to cause images or scenes to simulate the appearance of being
three-dimensional Three-dimensional space (also: 3D space, 3-space or, rarely, tri-dimensional space) is a geometric setting in which three values (called ''parameters'') are required to determine the position of an element (i.e., point). This is the informa ...
(3D) when in fact they are not. By contrast, games, spaces or perspectives that are simulated and rendered in 3D and used in 3D level design are said to be ''true 3D,'' and 2D rendered games made to appear as 2D without approximating a 3D image are said to be ''true 2D''. Common in video games, 2.5D projections have also been useful in
geographic visualization Geovisualization or geovisualisation (short for geographic visualization), also known as cartographic visualization, refers to a set of tools and techniques supporting the analysis of geospatial data through the use of interactive visualization. Li ...
(GVIS) to help understand visual-cognitive spatial representations or 3D visualization. MacEachren, Alan. "GVIS Facilitating Visual Thinking." In How Maps Work: Representation, Visualization, and Design, 355–458. New York: The Guilford Press, 1995. The terms ''three-quarter perspective'' and ''three-quarter view'' trace their origins to the three-quarter profile in
portrait A portrait is a painting, photograph, sculpture, or other artistic representation of a person, in which the face and its expressions are predominant. The intent is to display the likeness, personality, and even the mood of the person. For this r ...
ure and facial recognition, which depicts a person's face that is partway between a frontal view and a side view.


Computer graphics


Axonometric and oblique projection

In
axonometric projection Axonometric projection is a type of orthographic projection used for creating a pictorial drawing of an object, where the object is rotated around one or more of its axes to reveal multiple sides.Gary R. Bertoline et al. (2002) ''Technical Graphi ...
and
oblique projection Oblique projection is a simple type of technical drawing of graphical projection used for producing two-dimensional (2D) images of three-dimensional (3D) objects. The objects are not in perspective and so do not correspond to any view of an ...
, two forms of
parallel projection In three-dimensional geometry, a parallel projection (or axonometric projection) is a projection of an object in three-dimensional space onto a fixed plane, known as the '' projection plane'' or ''image plane'', where the '' rays'', known as ' ...
, the viewpoint is rotated slightly to reveal other facets of the environment than what are visible in a
top-down perspective A variety of computer graphic techniques have been used to display video game content throughout the history of video games. The predominance of individual techniques have evolved over time, primarily due to hardware advances and restrictions ...
or side view, thereby producing a three-dimensional effect. An object is "considered to be in an inclined position resulting in foreshortening of all three axes", and the image is a "representation on a single plane (as a drawing surface) of a three-dimensional object placed at an angle to the plane of projection." Lines perpendicular to the plane become points, lines parallel to the plane have true length, and lines inclined to the plane are foreshortened. They are popular camera perspectives among 2D video games, most commonly those released for
16-bit 16-bit microcomputers are microcomputers that use 16-bit microprocessors. A 16-bit register can store 216 different values. The range of integer values that can be stored in 16 bits depends on the integer representation used. With the two mo ...
or earlier and handheld consoles, as well as in later strategy and role-playing video games. The advantage of these perspectives is that they combine the visibility and mobility of a top-down game with the character recognizability of a
side-scrolling game '' A side-scrolling video game (alternatively side-scroller), is a game viewed from a side-view camera angle where the screen follows the player as they move left or right. The jump from single-screen or flip-screen graphics to scrolling graphi ...
. Thus the player can be presented an overview of the game world in the ability to see it from above, more or less, and with additional details in artwork made possible by using an angle: Instead of showing a humanoid in top-down perspective, as a head and shoulders seen from above, the entire body can be drawn when using a slanted angle; Turning a character around would reveal how it looks from the sides, the front and the back, while the top-down perspective will display the same head and shoulders regardless. There are three main divisions of axonometric projection: ''isometric'' (equal measure), ''dimetric'' (symmetrical and unsymmetrical), and ''trimetric'' (single-view or only two sides). The most common of these drawing types in engineering drawing is isometric projection. This projection is tilted so that all three axes create equal angles at intervals of 120 degrees. The result is that all three axes are equally foreshortened. In video games, a form of dimetric projection with a 2:1 pixel ratio is more common due to the problems of anti-aliasing and square pixels found on most computer monitors. In
oblique projection Oblique projection is a simple type of technical drawing of graphical projection used for producing two-dimensional (2D) images of three-dimensional (3D) objects. The objects are not in perspective and so do not correspond to any view of an ...
typically all three axes are shown without foreshortening. All lines parallel to the axes are drawn to scale, and diagonals and curved lines are distorted. One tell-tale sign of oblique projection is that the face pointed toward the camera retains its right angles with respect to the image plane. Two examples of oblique projection are '' Ultima VII: The Black Gate'' and ''
Paperboy A paperboy is someoneoften an older child or adolescentwho distributes printed newspapers to homes or offices on a regular route, usually by bicycle or automobile. In Western nations during the heyday of print newspapers during the early 20th ce ...
''. Examples of axonometric projection include ''
SimCity 2000 ''SimCity 2000'' is a city-building simulation video game jointly developed by Will Wright and Fred Haslam of Maxis. It is the successor to '' SimCity Classic'' and was released for Apple Macintosh personal computers in 1993, after which it wa ...
'', and the role-playing games '' Diablo'' and ''
Baldur's Gate ''Baldur's Gate'' is a series of role-playing video games set in the Forgotten Realms '' Dungeons & Dragons'' campaign setting. The game has spawned two series, known as the ''Bhaalspawn Saga'' and the ''Dark Alliance'', both taking place mostl ...
''.


Billboarding

In three-dimensional scenes, the term billboarding is applied to a technique in which objects are sometimes represented by two-dimensional images applied to a single polygon which is typically kept perpendicular to the line of sight. The name refers to the fact that objects are seen as if drawn on a billboard. This technique was commonly used in early 1990s video games when consoles did not have the hardware power to render fully 3D objects. This is also known as a backdrop. This can be used to good effect for a significant performance boost when the geometry is sufficiently distant that it can be seamlessly replaced with a 2D sprite. In games, this technique is most frequently applied to objects such as particles (smoke, sparks, rain) and low-detail vegetation. It has since become mainstream, and is found in many games such as '' Rome: Total War'', where it is exploited to simultaneously display thousands of individual soldiers on a battlefield. Early examples include early first-person shooters like ''
Marathon Trilogy The ''Marathon Trilogy'' is a science fiction first-person shooter video game series from Bungie, primarily released for the Mac OS. The name of the series is derived from the giant interstellar colony ship that provides the main setting for th ...
'', ''
Wolfenstein 3D ''Wolfenstein 3D'' is a first-person shooter video game developed by id Software and published by Apogee Software and FormGen. Originally released on May 5, 1992, for DOS, it was inspired by the 1981 Muse Software video game '' Castle Wolfe ...
'', ''
Doom Doom is another name for damnation. Doom may also refer to: People * Doom (professional wrestling), the tag team of Ron Simmons and Butch Reed * Daniel Doom (born 1934), Belgian cyclist * Debbie Doom (born 1963), American softball pitcher * ...
'', '' Hexen'' and ''
Duke Nukem 3D ''Duke Nukem 3D'' is a first-person shooter video game developed by 3D Realms. It is a sequel to the platform games ''Duke Nukem (video game), Duke Nukem'' and ''Duke Nukem II'', published by 3D Realms. ''Duke Nukem 3D'' features the adventures ...
'' as well as racing games like '' Carmageddon'' and '' Super Mario Kart'' and platformers like '' Super Mario 64''.


Skyboxes and skydomes

Skyboxes and skydomes are methods used to easily create a background to make a game level look bigger than it really is. If the level is enclosed in a cube, the sky, distant mountains, distant buildings, and other unreachable objects are rendered onto the cube's faces using a technique called
cube mapping In computer graphics, cube mapping is a method of environment mapping that uses the six faces of a cube as the map shape. The environment is projected onto the sides of a cube and stored as six square textures, or unfolded into six regions of a s ...
, thus creating the illusion of distant three-dimensional surroundings. A ''skydome'' employs the same concept but uses a
sphere A sphere () is a geometrical object that is a three-dimensional analogue to a two-dimensional circle. A sphere is the set of points that are all at the same distance from a given point in three-dimensional space.. That given point is th ...
or
hemisphere Hemisphere refers to: * A half of a sphere As half of the Earth * A hemisphere of Earth ** Northern Hemisphere ** Southern Hemisphere ** Eastern Hemisphere ** Western Hemisphere ** Land and water hemispheres * A half of the (geocentric) celes ...
instead of a cube. As a viewer moves through a 3D scene, it is common for the skybox or skydome to remain stationary with respect to the viewer. This technique gives the skybox the illusion of being very far away since other objects in the scene appear to move, while the skybox does not. This imitates real life, where distant objects such as clouds, stars and even mountains appear to be stationary when the viewpoint is displaced by relatively small distances. Effectively, everything in a skybox will always appear to be infinitely distant from the viewer. This consequence of skyboxes dictates that designers should be careful not to carelessly include images of discrete objects in the textures of a skybox since the viewer may be able to perceive the inconsistencies of those objects' sizes as the scene is traversed.


Scaling along the Z axis

In some games, sprites are scaled larger or smaller depending on its distance to the player, producing the illusion of motion along the Z (forward) axis. Sega's 1986 video game ''
Out Run (also stylized as ''OutRun'') is an arcade driving video game released by Sega in September 1986. It is known for its pioneering hardware and graphics, nonlinear gameplay, a selectable soundtrack with music composed by Hiroshi Kawaguchi (comp ...
'', which runs on the
Sega OutRun Sega is a video game developer, publisher, and hardware development company headquartered in Tokyo, Japan, with multiple offices around the world. The company's involvement in the arcade game industry began as a Japan-based distributor of coin-o ...
arcade system board, is a good example of this technique. In ''Out Run'', the player drives a Ferrari into depth of the game window. The palms on the left and right side of the street are the same
bitmap In computing, a bitmap is a mapping from some domain (for example, a range of integers) to bits. It is also called a bit array or bitmap index. As a noun, the term "bitmap" is very often used to refer to a particular bitmapping application: t ...
, but have been scaled to different sizes, creating the illusion that some are closer than others. The angles of movement are "left and right" and "into the depth" (while still capable of doing so technically, this game did not allow making a U-turn or going into reverse, therefore moving "out of the depth", as this did not make sense to the high-speed game play and tense time limit). Notice the view is comparable to that which a driver would have in
reality Reality is the sum or aggregate of all that is real or existent within a system, as opposed to that which is only imaginary. The term is also used to refer to the ontological status of things, indicating their existence. In physical terms, r ...
when driving a car. The position and size of any billboard is generated by a (complete 3D) perspective transformation as are the vertices of the poly-line representing the center of the street. Often the center of the street is stored as a spline and sampled in a way that on straight streets every sampling point corresponds to one scan-line on the screen. Hills and curves lead to multiple points on one line and one has to be chosen. Or one line is without any point and has to be interpolated lineary from the adjacent lines. Very memory intensive billboards are used in ''Out Run'' to draw corn-fields and water waves which are wider than the screen even at the largest viewing distance and also in ''Test Drive'' to draw trees and cliffs. ''
Drakkhen ''Drakkhen'' is an early-3D computer graphics, 3D role-playing video game, initially developed for the Amiga and Atari ST, and subsequently ported to several other platforms, including MS-DOS and Super Nintendo Entertainment System. It was a very ...
'' was notable for being among the first role-playing video games to feature a three-dimensional playing field. However, it did not employ a conventional 3D game engine, instead emulating one using character-scaling algorithms. The player's party travels overland on a flat terrain made up of vectors, on which 2D objects are zoomed. ''Drakkhen'' features an animated day-night cycle, and the ability to wander freely about the game world, both rarities for a game of its era. This type of engine was later used in the game '' Eternam''. Some mobile games that were released on the Java ME platform, such as the mobile version of Asphalt: Urban GT and Driver: L.A. Undercover, used this method for rendering the scenery. While the technique is similar to some of Sega's arcade games, such as
Thunder Blade is a third-person combat flight simulator video game released by Sega for arcades in 1987. Players control a helicopter to destroy enemy vehicles. The game was released as a standard stand-up arcade cabinet with force feedback, as the joysti ...
and Cool Riders and the 32-bit version of
Road Rash Road rash is a colloquial term for skin injury caused by abrasion with road surfaces, often as a consequence of cycling and motorcycling accidents. It may also result from running, inline skating, roller skating, skateboarding, and longboardi ...
, it uses polygons instead of sprite scaling for buildings and certain objects though it looks flat shaded. Later mobile games (mainly from Gameloft), such as Asphalt 4: Elite Racing and the mobile version of
Iron Man 2 ''Iron Man 2'' is a 2010 American superhero film based on the Marvel Comics character Iron Man. Produced by Marvel Studios and distributed by Paramount Pictures, it is the sequel to '' Iron Man'' (2008) and the third film in the Marvel ...
, uses a mix of sprite scaling and texture mapping for some buildings and objects.


Parallax scrolling

Parallaxing refers to when a collection of 2D sprites or layers of sprites are made to move independently of each other and/or the background to create a sense of added depth. This depth cue is created by relative motion of layers. The technique grew out of the
multiplane camera The multiplane camera is a motion-picture camera that was used in the traditional animation process that moves a number of pieces of artwork past the camera at various speeds and at various distances from one another. This creates a sense of par ...
technique used in
traditional animation Traditional animation (or classical animation, cel animation, or hand-drawn animation) is an animation technique in which each frame is drawn by hand. The technique was the dominant form of animation in cinema until computer animation. Proc ...
since the 1940s. This type of graphical effect was first used in the 1982 arcade game ''
Moon Patrol is a 1982 arcade video game An arcade video game takes player input from its controls, processes it through electrical or computerized components, and displays output to an electronic monitor or similar display. Most arcade video games are ...
''. Examples include the skies in ''
Rise of the Triad ''Rise of the Triad: Dark War'' is a first-person shooter video game, developed and published by Apogee Software (now 3D Realms) in 1995. The player can choose one of five different characters to play as, each bearing unique attributes such as ...
'', the arcade version of ''
Rygar ''Rygar'' is a video game created by Tecmo in 1986 and originally released for arcades in Japan as . It is a side-scrolling platform game where the player assumes the role as the "Legendary Warrior", battling through a hostile landscape. The ...
'', '' Sonic the Hedgehog'', '' Street Fighter II'', '' Shadow of the Beast'' and '' Dracula X Chronicles'', as well as ''
Super Mario World ''Super Mario World,'' known in Japan as is a platform video game developed and published by Nintendo for the Super Nintendo Entertainment System (SNES). It was released in Japan in 1990, North America in 1991 and Europe and Australia in 19 ...
''.


Mode 7

Mode 7 Mode 7 is a graphics mode on the Super Nintendo Entertainment System video game console that allows a background layer to be rotated and scaled on a scanline-by-scanline basis to create many different effects. The most famous of these effects ...
, a display system effect that included rotation and scaling, allowed for a 3D effect while moving in any direction without any actual 3D models, and was used to simulate 3D graphics on the
SNES The Super Nintendo Entertainment System (SNES), commonly shortened to Super NES or Super Nintendo, is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan and South Korea, 1991 in North America, 1992 in E ...
.


Ray casting

Ray casting is a first person pseudo-3D technique in which a ray for every vertical slice of the screen is sent from the position of the camera. These rays shoot out until they hit an object or wall, and that part of the wall is rendered in that vertical screen slice. Due to the limited camera movement and internally 2D playing field, this is often considered 2.5D.


Bump, normal and parallax mapping

Bump mapping, normal mapping and parallax mapping are techniques applied to textures in
3D rendering 3D rendering is the 3D computer graphics process of converting 3D models into 2D images on a computer. 3D renders may include photorealistic effects or non-photorealistic styles. Rendering methods Rendering is the final process of creati ...
applications such as
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This fee ...
s to simulate bumps and wrinkles on the surface of an object without using more
polygon In geometry, a polygon () is a plane figure that is described by a finite number of straight line segments connected to form a closed ''polygonal chain'' (or ''polygonal circuit''). The bounded plane region, the bounding circuit, or the two to ...
s. To the end user, this means that textures such as stone walls will have more apparent depth and thus greater realism with less of an influence on the performance of the simulation. Bump mapping is achieved by perturbing the surface normals of an object and using a
grayscale In digital photography, computer-generated imagery, and colorimetry, a grayscale image is one in which the value of each pixel is a single sample representing only an ''amount'' of light; that is, it carries only intensity information. Graysc ...
image and the perturbed normal during illumination calculations. The result is an apparently bumpy surface rather than a perfectly smooth surface although the surface of the underlying object is not actually changed. Bump mapping was introduced by Blinn in 1978.Blinn, James F
"Simulation of Wrinkled Surfaces"
Computer Graphics, Vol. 12 (3), pp. 286–292 SIGGRAPH-ACM (August 1978)
In normal mapping, the unit
vector Vector most often refers to: *Euclidean vector, a quantity with a magnitude and a direction *Vector (epidemiology), an agent that carries and transmits an infectious pathogen into another living organism Vector may also refer to: Mathematic ...
from the shading point to the light source is dotted with the unit vector normal to that surface, and the dot product is the intensity of the light on that surface. Imagine a polygonal model of a sphere—you can only approximate the shape of the surface. By using a 3-channel bitmapped image textured across the model, more detailed normal vector information can be encoded. Each channel in the bitmap corresponds to a spatial dimension (''x'', ''y'' and ''z''). These spatial dimensions are relative to a constant coordinate system for object-space normal maps, or to a smoothly varying coordinate system (based on the derivatives of position with respect to texture coordinates) in the case of tangent-space normal maps. This adds much more detail to the surface of a model, especially in conjunction with advanced lighting techniques. Parallax mapping (also called offset mapping or virtual displacement mapping) is an enhancement of the bump mapping and normal mapping techniques implemented by displacing the texture coordinates at a point on the rendered polygon by a function of the view angle in tangent space (the angle relative to the surface normal) and the value of the
height map In computer graphics, a heightmap or heightfield is a raster image used mainly as Discrete Global Grid in secondary elevation modeling. Each pixel stores values, such as surface elevation data, for display in 3D computer graphics. A heightm ...
at that point. At steeper view-angles, the texture coordinates are displaced more, giving the illusion of depth due to parallax effects as the view changes.


Film and animation techniques

The term is also used to describe an animation effect commonly used in music videos and, more frequently, title sequences. Brought to wide attention by the motion picture ''
The Kid Stays in the Picture ''The Kid Stays in the Picture'' is a 1994 print autobiography by film producer Robert Evans. A film adaptation of the book was released in 2002. The title comes from a line attributed to studio head Darryl F. Zanuck, who was defending Evans a ...
'', an adaptation of film producer
Robert Evans Robert Evans (born Robert J. Shapera; June 29, 1930October 26, 2019) was an American film producer, studio executive, and actor, best known for his work on '' Rosemary's Baby'' (1968), ''Love Story'' (1970), ''The Godfather'' (1972), and ''Chi ...
's memoir, it involves the layering and animating of two-dimensional pictures in three-dimensional space. Earlier examples of this technique include
Liz Phair Elizabeth Clark Phair (born April 17, 1967) is an American singer-songwriter. Born in New Haven, Connecticut, Phair was raised primarily in the Chicago area. After graduating from Oberlin College in 1990, she attempted to start a musical career ...
's music video "Down" (directed by
Rodney Ascher Rodney Ascher is an American film director, best known for his 2012 documentary '' Room 237''. Early life His mother is Jewish, and he resides in Hollywood. Awards *''Best Director Award'' at the Austin Fantastic Fest (2012, won for ''Room 237' ...
) and "A Special Tree" (directed by musician Giorgio Moroder). On a larger scale, the 2018 movie '' In Saturn's Rings'' used over 7.5 million separate two-dimensional images, captured in space or by telescopes, which were composited and moved using multi-plane animation techniques.


Graphic design

The term also refers to an often-used effect in the design of
icon An icon () is a religious work of art, most commonly a painting, in the cultures of the Eastern Orthodox, Oriental Orthodox, and Catholic churches. They are not simply artworks; "an icon is a sacred image used in religious devotion". The most ...
s and
graphical user interface The GUI ( "UI" by itself is still usually pronounced . or ), graphical user interface, is a form of user interface that allows users to interact with electronic devices through graphical icons and audio indicator such as primary notation, inst ...
s (GUIs), where a slight 3D illusion is created by the presence of a virtual light source to the left (or in some cases right) side, and above a person's computer monitor. The light source itself is always invisible, but its effects are seen in the lighter colors for the top and left side, simulating reflection, and the darker colours to the right and below of such objects, simulating shadow. An advanced version of this technique can be found in some specialised graphic design software, such as Pixologic's ZBrush. The idea is that the program's canvas represents a normal 2D painting surface, but that the data structure that holds the pixel information is also able to store information with respect to a z-index, as well material settings,
specularity Specularity is the visual appearance of specular reflections. In computer graphics In computer graphics, it means the quantity used in three-dimensional (3D) rendering which represents the amount of reflectivity a surface has. It is a key com ...
, etc. Again, with this data it is thus possible to simulate lighting, shadows, and so forth.


History

The first video games that used pseudo-3D were primarily arcade games, the earliest known examples dating back to the mid-1970s, when they began using
microprocessor A microprocessor is a computer processor where the data processing logic and control is included on a single integrated circuit, or a small number of integrated circuits. The microprocessor contains the arithmetic, logic, and control circ ...
s. In 1975,
Taito is a Japanese company that specializes in video games, toys, arcade cabinets and game centers, based in Shinjuku, Tokyo. The company was founded by Michael Kogan in 1953 as the importing vodka, vending machines and jukeboxes into Japan. I ...
released ''
Interceptor Interceptor may refer to: Vehicles * Interceptor aircraft (or simply "interceptor"), a type of point defense fighter aircraft designed specifically to intercept and destroy enemy aircraft * Ford Crown Victoria Police Interceptor, a police car * ...
'', an early
first-person shooter First-person shooter (FPS) is a sub-genre of shooter video games centered on gun and other weapon-based combat in a first-person perspective, with the player experiencing the action through the eyes of the protagonist and controlling the p ...
and
combat flight simulator Combat flight simulators are vehicle simulation games, amateur flight simulation computer programs used to simulate military aircraft and their operations. These are distinct from dedicated flight simulators used for professional pilot and mili ...
that involved piloting a
jet fighter Fighter aircraft are fixed-wing military aircraft designed primarily for air-to-air combat. In military conflict, the role of fighter aircraft is to establish air superiority of the battlespace. Domination of the airspace above a battlefield ...
, using an eight-way joystick to aim with a crosshair and shoot at enemy aircraft that move in formations of two and increase/decrease in size depending on their distance to the player. In 1976, Sega released '' Moto-Cross'', an early black-and-white
motorbike A motorcycle (motorbike, bike, or trike (if three-wheeled)) is a two or three-wheeled motor vehicle steered by a handlebar. Motorcycle design varies greatly to suit a range of different purposes: long-distance travel, commuting, cruisin ...
racing video game Racing games are a video game genre in which the player participates in a racing competition. They may be based on anything from real-world racing leagues to fantastical settings. They are distributed along a spectrum between more realistic rac ...
, based on the
motocross Motocross is a form of off-road motorcycle racing held on enclosed off-road circuits. The sport evolved from motorcycle trials competitions held in the United Kingdom. History Motocross first evolved in Britain from motorcycle trials competiti ...
competition, that was most notable for introducing an early three-dimensional third-person perspective. Later that year, Sega-Gremlin re-branded the game as '' Fonz'', as a tie-in for the popular
sitcom A sitcom, a portmanteau of situation comedy, or situational comedy, is a genre of comedy centered on a fixed set of characters who mostly carry over from episode to episode. Sitcoms can be contrasted with sketch comedy, where a troupe may use ...
''
Happy Days ''Happy Days'' is an American television sitcom that aired first-run on the ABC network from January 15, 1974, to July 19, 1984, with a total of 255 half-hour episodes spanning 11 seasons. Created by Garry Marshall, it was one of the most su ...
''. Both versions of the game displayed a constantly changing forward-scrolling road and the player's bike in a third-person perspective where objects nearer to the player are larger than those nearer to the horizon, and the aim was to steer the vehicle across the road, racing against the clock, while avoiding any on-coming motorcycles or driving off the road. That same year also saw the release of two arcade games that extended the car
driving Driving is the controlled operation and movement of a vehicle, including cars, motorcycles, trucks, buses, and bicycles. Permission to drive on public highways is granted based on a set of conditions being met and drivers are required to f ...
subgenre into three dimensions with a first-person perspective: Sega's ''Road Race'', which displayed a constantly changing forward-scrolling S-shaped road with two obstacle race cars moving along the road that the player must avoid crashing while racing against the clock, and Atari's '' Night Driver'', which presented a series of posts by the edge of the road though there was no view of the road or the player's car. Games using
vector graphics Vector graphics is a form of computer graphics in which visual images are created directly from geometric shapes defined on a Cartesian plane, such as points, lines, curves and polygons. The associated mechanisms may include vector display ...
had an advantage in creating pseudo-3D effects. 1979's ''Speed Freak'' recreated the perspective of ''Night Driver'' in greater detail. In 1979, Nintendo debuted ''
Radar Scope is a 1980 shoot 'em up arcade game developed by Nintendo R&D2 and published by Nintendo. The player assumes the role of the Sonic Spaceport starship and must wipe out formations of an enemy race known as the Gamma Raiders before they destroy t ...
'', a
shoot 'em up Shoot 'em ups (also known as shmups or STGs ) are a sub-genre of action games. There is no consensus as to which design elements compose a shoot 'em up; some restrict the definition to games featuring spacecraft and certain types of charac ...
that introduced a three-dimensional third-person perspective to the genre, imitated years later by shooters such as
Konami , is a Japanese multinational video game and entertainment company headquartered in Chūō, Tokyo, it also produces and distributes trading cards, anime, tokusatsu, pachinko machines, slot machines, and arcade cabinets. Konami has casino ...
's ''
Juno First is an arcade video game developed by Konami and released in 1983. It was licensed to Gottlieb in the United States. ''Juno First'' combines elements of vertically scrolling shooters and fixed shooters, using a slightly tilted perspective simil ...
'' and
Activision Activision Publishing, Inc. is an American video game publisher based in Santa Monica, California. It serves as the publishing business for its parent company, Activision Blizzard, and consists of several subsidiary studios. Activision is one ...
's ''
Beamrider ''Beamrider'' is a fixed shooter written for the Intellivision by David Rolfe and published by Activision in 1983. The game was ported to the Atari 2600 (with a slightly reduced feature set), Atari 5200, Atari 8-bit family, ColecoVision, Commo ...
''. In 1980, Atari's '' Battlezone'' was a breakthrough for pseudo-3D gaming, recreating a 3D perspective with unprecedented realism, though the gameplay was still planar. It was followed up that same year by ''
Red Baron Red is the color at the long wavelength end of the visible spectrum of light, next to orange and opposite violet. It has a dominant wavelength of approximately 625–740 nanometres. It is a primary color in the RGB color model and a seconda ...
'', which used scaling vector images to create a forward scrolling
rail shooter Shoot 'em ups (also known as shmups or STGs ) are a Video game genre, sub-genre of action games. There is no consensus as to which design elements compose a shoot 'em up; some restrict the definition to games featuring spacecraft and certai ...
. Sega's arcade shooter ''Space Tactics'', released in 1980, allowed players to take aim using crosshairs and shoot lasers into the screen at enemies coming towards them, creating an early 3D effect. It was followed by other arcade shooters with a first-person perspective during the early 1980s, including
Taito is a Japanese company that specializes in video games, toys, arcade cabinets and game centers, based in Shinjuku, Tokyo. The company was founded by Michael Kogan in 1953 as the importing vodka, vending machines and jukeboxes into Japan. I ...
's 1981 release '' Space Seeker'', and Sega's '' Star Trek'' in 1982. Sega's '' SubRoc-3D'' in 1982 also featured a first-person perspective and introduced the use of stereoscopic 3-D through a special eyepiece. Sega's '' Astron Belt'' in 1983 was the first
laserdisc video game An interactive film is a video game or other interactive media that has characteristics of a cinematic film. In the video game industry, the term refers to a movie game, a video game that presents its gameplay in a cinematic, scripted manner, ...
, using
full-motion video Full-motion video (FMV) is a video game narration technique that relies upon pre-recorded video files (rather than sprites, vectors, or 3D models) to display action in the game. While many games feature FMVs as a way to present information durin ...
to display the graphics from a first-person perspective. Third-person rail shooters were also released in arcades at the time, including Sega's '' Tac/Scan'' in 1982,
Nippon Japan ( ja, 日本, or , and formally , ''Nihonkoku'') is an island country in East Asia. It is situated in the northwest Pacific Ocean, and is bordered on the west by the Sea of Japan, while extending from the Sea of Okhotsk in the north ...
's ''Ambush'' in 1983,
Nichibutsu was a Japanese video game developer and publisher headquartered in Kita, Osaka. In the past they had also manufactured and sold yachts. The main video game brand of the company was Nichibutsu (日物、ニチブツ), with adult video games (ma ...
's '' Tube Panic'' in 1983, and Sega's 1982 release '' Buck Rogers: Planet of Zoom'', notable for its fast pseudo-3D scaling and detailed sprites. In 1981, Sega's ''
Turbo In an internal combustion engine, a turbocharger (often called a turbo) is a forced induction device that is powered by the flow of exhaust gases. It uses this energy to compress the intake gas, forcing more air into the engine in order to pr ...
'' was the first racing game to feature a third-person perspective, rear view format. It was also the first racing game to use sprite scaling with full-colour graphics. '' Pole Position'' by
Namco was a Japanese multinational video game and entertainment company, headquartered in Ōta, Tokyo. It held several international branches, including Namco America in Santa Clara, California, Namco Europe in London, Namco Taiwan in Kaohsiung, ...
is one of the first racing games to use the trailing camera effect that is now so familiar. In this particular example, the effect was produced by linescroll—the practice of scrolling each line independently in order to warp an image. In this case, the warping would simulate curves and steering. To make the road appear to move towards the player, per-line color changes were used, though many console versions opted for palette animation instead. ''
Zaxxon is an isometric shooter arcade game, developed and released by Sega in 1982, in which the player pilots a ship through heavily defended space fortresses. Japanese electronics company Ikegami Tsushinki is also credited for having worked on the de ...
'', a shooter introduced by Sega in 1982, was the first game to use isometric
axonometric projection Axonometric projection is a type of orthographic projection used for creating a pictorial drawing of an object, where the object is rotated around one or more of its axes to reveal multiple sides.Gary R. Bertoline et al. (2002) ''Technical Graphi ...
, from which its name is derived. Though Zaxxon's playing field is semantically 3D, the game has many constraints which classify it as 2.5D: a fixed point of view, scene composition from sprites, and movements such as bullet shots restricted to straight lines along the axes. It was also one of the first video games to display shadows.Bernard Perron & Mark J. P. Wolf (2008), ''Video game theory reader two''
p. 158
Taylor & Francis Taylor & Francis Group is an international company originating in England that publishes books and academic journals. Its parts include Taylor & Francis, Routledge, F1000 (publisher), F1000 Research or Dovepress. It is a division of Informa ...
,
The following year, Sega released the first pseudo-3D isometric platformer, ''
Congo Bongo , also known as , is an isometric platform game released by Sega for arcades in 1983. The game includes a ROM that contains a message indicating it was likely coded at least in part by the company Ikegami Tsushinki. The game is viewed in an iso ...
''. Another early pseudo-3D
platform game A platform game (often simplified as platformer and sometimes called a jump 'n' run game) is a sub-genre of action video games in which the core objective is to move the player character between points in an environment. Platform games are charac ...
released that year was
Konami , is a Japanese multinational video game and entertainment company headquartered in Chūō, Tokyo, it also produces and distributes trading cards, anime, tokusatsu, pachinko machines, slot machines, and arcade cabinets. Konami has casino ...
's ''
Antarctic Adventure is a video game developed by Konami in 1983 for the MSX, and later for video game consoles, such as NES and ColecoVision. The player takes the role of an Antarctic penguin, racing to various research stations owned by different countries in Antar ...
'', where the player controls a penguin in a forward-scrolling third-person perspective while having to jump over pits and obstacles. It was one of the earliest pseudo-3D games available on a computer, released for the MSX in 1983. That same year,
Irem is a Japanese video game console developer and publisher, and formerly a developer and manufacturer of arcade games as well. The company has its headquarters in Chiyoda, Tokyo. The full name of the company that uses the brand is Irem Softwa ...
's ''
Moon Patrol is a 1982 arcade video game An arcade video game takes player input from its controls, processes it through electrical or computerized components, and displays output to an electronic monitor or similar display. Most arcade video games are ...
'' was a side-scrolling run & gun platform-shooter that introduced the use of layered
parallax scrolling Parallax scrolling is a technique in computer graphics where background images move past the camera more slowly than foreground images, creating an illusion of depth in a 2D scene of distance. The technique grew out of the multiplane camera tec ...
to give a pseudo-3D effect. In 1985, ''
Space Harrier is a third-person arcade rail shooter game developed by Sega and released in 1985. It was originally conceived as a realistic military-themed game played in the third-person perspective and featuring a player-controlled fighter jet, but tec ...
'' introduced Sega's " Super Scaler" technology that allowed pseudo-3D sprite-scaling at high frame rates, with the ability to scale 32,000 sprites and fill a moving landscape with them. The first original home
console game A console game is a type of video game consisting of images and often sounds generated by a video game console, which are displayed on a television or similar audio-video system, and that can be manipulated by a player. This manipulation usually ...
to use pseudo-3D, and also the first to use multiple camera angles mirrored on television sports broadcasts, was '' Intellivision World Series Baseball'' (1983) by
Don Daglow Don Daglow (born circa 1953) is an American video game designer, programmer, and producer. He is best known for being the creator of early games from several different genres, including pioneering simulation game ''Utopia'' for Intellivision in 1 ...
and Eddie Dombrower, published by
Mattel Mattel, Inc. ( ) is an American multinational toy manufacturing and entertainment company founded in January 1945 and headquartered in El Segundo, California. The company has presence in 35 countries and territories and sells products in more ...
. Its television sports style of display was later adopted by 3D
sports game A sports video game is a video game that simulates the practice of sports. Most sports have been recreated with a game, including team sports, track and field, extreme sports, and combat sports. Some games emphasize actually playing the sport ( ...
s and is now used by virtually all major team sports titles. In 1984, Sega ported several pseudo-3D arcade games to the
Sega SG-1000 The is a home video game console manufactured by Sega. It was Sega's first entry into the home video game hardware business. Developed in response to a downturn in arcades starting in 1982, the SG-1000 was created on the advice of Hayao Nakay ...
console, including a smooth conversion of the third-person pseudo-3D rail shooter ''Buck Rogers: Planet of Zoom''. By 1989, 2.5D representations were surfaces drawn with depth cues and a part of graphic libraries like GINO.Raper, Jonathan. “The 3-dimensional geoscientific mapping and modeling system: a conceptual design.” In Three dimensional applications in Geographic Information Systems, edited by Jonathan F. Raper, 11–19. Philadelphia: Taylor and Francis Inc., 19. 2.5D was also used in terrain modeling with software packages such as ISM from Dynamic Graphics, GEOPAK from Uniras and the Intergraph DTM system. 2.5D surface techniques gained popularity within the geography community because of its ability to visualize the normal thickness to area ratio used in many geographic models; this ratio was very small and reflected the thinness of the object in relation to its width, which made it the object realistic in a specific plane. These representations were axiomatic in that the entire subsurface domain was not used or the entire domain could not be reconstructed; therefore, it used only a surface and a surface is one aspect not the full 3D identity. The specific term "two-and-a-half-D" was used as early as 1994 by Warren Spector in an interview in the North American premiere issue of
PC Gamer ''PC Gamer'' is a magazine and website founded in the United Kingdom in 1993 devoted to PC gaming and published monthly by Future plc. The magazine has several regional editions, with the UK and US editions becoming the best selling PC games m ...
magazine. At the time, the term was understood to refer specifically to first-person shooters like
Wolfenstein 3D ''Wolfenstein 3D'' is a first-person shooter video game developed by id Software and published by Apogee Software and FormGen. Originally released on May 5, 1992, for DOS, it was inspired by the 1981 Muse Software video game '' Castle Wolfe ...
and Doom, to distinguish them from System Shock's "true" 3D engine. With the advent of consoles and
computer system A computer is a machine that can be programmed to carry out sequences of arithmetic or logical operations ( computation) automatically. Modern digital electronic computers can perform generic sets of operations known as programs. These prog ...
s that were able to handle several thousand
polygon In geometry, a polygon () is a plane figure that is described by a finite number of straight line segments connected to form a closed ''polygonal chain'' (or ''polygonal circuit''). The bounded plane region, the bounding circuit, or the two to ...
s (the most basic element of ''
3D computer graphics 3D computer graphics, or “3D graphics,” sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for t ...
'') per second and the usage of 3D specialized
graphics processing unit A graphics processing unit (GPU) is a specialized electronic circuit designed to manipulate and alter memory to accelerate the creation of images in a frame buffer intended for output to a display device. GPUs are used in embedded systems, m ...
s, pseudo-3D became obsolete. But even today, there are computer systems in production, such as cellphones, which are often not powerful enough to display ''true'' 3D graphics, and therefore use pseudo-3D for that purpose. Many games from the 1980s' ''pseudo-3D arcade era'' and ''16-bit console era'' are ported to these systems, giving the manufacturers the possibility to earn revenues from games that are several decades old. The resurgence of 2.5D or visual analysis, in natural and earth science, has increased the role of computer systems in the creation of spatial information in mapping. GVIS has made real the search for unknowns, real-time interaction with spatial data, and control over map display and has paid particular attention to three-dimensional representations. Efforts in GVIS have attempted to expand higher dimensions and make them more visible; most efforts have focused on "tricking" vision into seeing three dimensions in a 2D plane. Much like 2.5D displays where the surface of a three-dimensional object is represented but locations within the solid are distorted or not accessible. Animators who use 2.5D animation have the ability to blend the most appealing techniques of 2D and 3D animation together to form a hybrid technique that is a game changer in the animation field today.  This hybrid animation style has expanded the job market for animators like never before.


Technical aspects and generalizations

The reason for using pseudo-3D instead of "real" 3D computer graphics is that the system that has to simulate a 3D-looking graphic is not powerful enough to handle the calculation-intensive routines of 3D computer graphics, yet is capable of using tricks of modifying 2D graphics like
bitmap In computing, a bitmap is a mapping from some domain (for example, a range of integers) to bits. It is also called a bit array or bitmap index. As a noun, the term "bitmap" is very often used to refer to a particular bitmapping application: t ...
s. One of these tricks is to stretch a bitmap more and more, therefore making it larger with each step, as to give the effect of an object coming closer and closer towards the player. Even simple shading and size of an image could be considered pseudo-3D, as shading makes it look more realistic. If the light in a 2D game were 2D, it would only be visible on the outline, and because outlines are often dark, they would not be very clearly visible. However, any visible shading would indicate the usage of pseudo-3D lighting and that the image uses pseudo-3D graphics. Changing the size of an image can cause the image to appear to be moving closer or further away, which could be considered simulating a third dimension. Dimensions are the variables of the data and can be mapped to specific locations in space; 2D data can be given 3D volume by adding a value to the ''x'', ''y'', or ''z'' plane. "Assigning height to 2D regions of a topographic map" associating every 2D location with a height/elevation value creates a 2.5D projection; this is not considered a "true 3D representation", however is used like 3D visual representation to "simplify visual processing of imagery and the resulting spatial cognition".


See also

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3D computer graphics 3D computer graphics, or “3D graphics,” sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for t ...
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Bas-relief Relief is a sculptural method in which the sculpted pieces are bonded to a solid background of the same material. The term '' relief'' is from the Latin verb ''relevo'', to raise. To create a sculpture in relief is to give the impression that th ...
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Cel-shaded animation Cel shading or toon shading is a type of non-photorealistic rendering designed to make 3-D computer graphics appear to be flat by using less shading color instead of a shade gradient or tints and shades. A cel shader is often used to mimic ...
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Head-coupled perspective Head-coupled perspective is a technique to show 3D imagery on 2D devices. The perspective of the scene on the screen is based on the position of the user’s eyes, simulating a 3D environment. When the user moves their head, the perspective of the ...
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Isometric graphics in video games Isometric video game graphics are graphics employed in video games and pixel art that use a parallel projection, but which angle the viewpoint to reveal facets of the environment that would otherwise not be visible from a top-down perspective ...
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List of stereoscopic video games This is a list of stereoscopic video games. The following article is the list of notable stereoscopic 3D games and related productions and the platforms they can run on. Additionally, many PC games are supported or are unsupported but capable 3D gra ...
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Ray casting Ray casting is the methodological basis for 3D CAD/CAM solid modeling and image rendering. It is essentially the same as ray tracing for computer graphics where virtual light rays are "cast" or "traced" on their path from the focal point of a came ...
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Trompe-l'œil ''Trompe-l'œil'' ( , ; ) is an artistic term for the highly realistic optical illusion of three-dimensional space and objects on a two-dimensional surface. ''Trompe l'oeil'', which is most often associated with painting, tricks the viewer into ...
*
Vector graphics Vector graphics is a form of computer graphics in which visual images are created directly from geometric shapes defined on a Cartesian plane, such as points, lines, curves and polygons. The associated mechanisms may include vector display ...


References

{{Computer graphics Video game development Video game graphics Video games with 2.5D graphics Dimension