June 17, 2019

why did the people who did graphics for 8 bit games think this looked good? it didn’t!
have you ever seen a drawing by a small child, where most of the background is white but then suddenly there is a strip of blue across the top? this reminds me of that. but i excuse that. to them, the sky is blue, and the sky is UP. anything beneath that varies.
But an adult getting paid shouldn’t think like that. Hey, the sky is not suddenly weird and different after you go up a certain height! the fact that they almost always happen right at the top of the screen makes them much worse. It seems like that is the end of the universe. most likely this is only done because that is the only way to ensure, in games with only one background layer, that the lines never collide with background objects that need to have consistently colored backdrops. Usually the player character can’t get all the way to the top of the screen so there wouldn’t be objects up there. But that doesn’t mean it looks GOOD!


Konami’s castlevania 2, my first encounter with lines. they contribute to the creepy atmosphere, I would say beyond anything else. The secondary title is “Dracula’s Curse” and I consider the mysterious appearance of the lines to be the primary indication of the curse.

It is a more extreme stylistic liberty than anything else in this game. castlevania 2 is supposed to be totally serious, and that effect is so strange. Thankfully Simon Belmont is never at risk of touching the lines. Then he would truly have no hope.


Aw naw! In Castlevania: the Adventure, for gameboy, Christopher Belmont can indeed TOUCH the lines, and live! However his sluggish pace and awful controls may be indicative of lines-poisoning.

from this page
“the iconic two-color sky gradient. Just wonderful.”
the only definitive evidence I can find of somebody acknowledging it is sedate and positive. Where is the outrage?
Yes sure that guy makes almost three thousand dollars on patreon and i do less than fifty but that is because i am saying what others dare not.

Does it look like a gradient on certain televisions? do the light and dark, at varying levels, blend to look more like the blocks common in early snes games? that was never my perception. It was always just LINES to me.
The fact that nobody else noticed the lines or mentioned how creepy they were also amplified my fear of them. When only YOU are scared of something, that makes it scarier, since you get no sympathy or protection.

Lines were even on the konami BOXes of this period. In fact I could only hold one of these boxes in such a way as to not touch the lines. Maybe the effect was chosen to give the label art a feeling of urgency and dread.


I presume jack gets jumped by werewolves if he takes too long to putt.


monster party had some of the most egregious lines of any video game, even if they are all seen before the second level. You would need to torture yourself to get to the second. Of the three credited graphic artists, mobygames (which is ALWAYS right) suggests only one worked again, Taka Saito, who next toiled on “The Adventures of Gilligan’s Island” and THEN stopped. while the adventures of gilligan’s island lacks the lines, it also lacks any adventures on the part of the island.
I first encountered Monster Party when a rare instance of child-hud era friend whose house I visited regularly had rented the game and all I noticed or remembered about it was the creepy lines, the unintentionally (presumably) creepy background music and how impossible control it looked. I do not recall attempting to play it or being offered the option; it may just have been present incidentally. This was the same friend with whom I co-created Joey and Ian Gettin’ Dead, about our two younger brothers, and it is entirely possible that Joey was using the game and and only gettin’ dead in the context of the game’s terrible controls and the low threshold of abuse that corresponds with the onset of what is commonly considered “death” in video games.
I was quite surprised years later to see monster party mentioned on the internet with regard to how zany it was and how heavily censored it was from the japanese version. I couldn’t believe people had really gotten past the first level, much less willingly sought out alternate versions of the game in which to do that again, and had anything to say about the whole thing unrelated to the lines.


this is similar to monster party’s; gratuitous and coming out of black, but i don’t mind it as much here, possibly since this game is actually fun and has good music.


megaman 3 has this intermission screen but it is balanced out by having lines going the opposite direction so the effect seems more cylindrical and not implying that they are representative of the sky.
and so after 3 games safe comes megaman 4 aka megadope, a terrible graphic hack of megaman 4 that I made for no reason at a time of my life when I did a lot of things for no reason, unlike today.


the lines are so intense that even megadope won’t smile at them.
Bear in mind that on an actual 1970s-80s television screen wouldn’t necessarily be able to see to the actual borders of the display. That generous area of uniform color at the top in a lot of these here might be in practice much smaller.

megaman 5, dr right knows something terrible is about to happen since LINES have attacked his home. although these lines appear in the middle of the SCREEN, the introduction sequence crops the view to just the middle of the screen and the lines are still at the edge of the visible zone! And the “generous” area I alluded to is not allocated here because it is not meant to be seen!

megaman 6 brings back the lines yet again but finally puts them in the middle of the viewing area where i can handle them. it still doesn’t make SENSE since the only things that should be black in front of it would be scenery at the horizon which the sun would be setting “behind,” which i suppose would be the rocks but they are separate from and beneath whatever is black here.


this isn’t a megaman game at all, it is an unlicensed chinese game about a little guy who throws boomerangs that they pretended was megaman to try and trick people. in which event i would ask why not just use the full megaman game if you undervalue your own work so much but whatever the case, there are those lines.

actually I like the one in double dragon since it simulates a perspective and uses its whole, limited space. only by chance does it go to the top of the screen.

double dragon uses it in all 3 nes games, but each example is unique and artistically done. Even double dragon 3 which is terrible in every way. other games will reuse the lines across large spaces in a manner similar to each other.


not as interesting but at least the presence of the sun implies a reason why the sky color would shift considerably in a small area.

however these look like apocalypse lines since they go into black. the sky above a sunset is not black!


darkwing duck! ending. These at least are neutrally placed and have more than two colors.


not on the sky, but needlessly near a screen border. as a small child i did not understand what this weird substance was that kuros could walk on but be damaged by. but it didn’t matter since you have unlimited “lives” in this game. as a slightly less small child i realized it was lines and became more afraid of touching them than the meager damage penalty could bring about.


Power Blade! It of course gains its energy through power lines but THAT is not what i meant! Also the lines blatantly go behind a non-rectangular object which means they could have been placed further down in the image so they looked less creepy.

a brief collection of games that use it more neutrally


princess tomato’s very first scene. fairly tame! really not threatening at all, but I sure REMEMBERED this was here for years after seeing a picture in, again, nintendo power magazine. I remember thinking it was a racing game at first.


adventure island 2 has lines going UP. when i saw pictures of this in nintendo power magazine it bothered me but i can handle it now


rygar falls somewhere in the middle because the lines are scary, and it goes into space, and I was terrified of this screen, but I was creeped out by the weird face foremost. I didn’t even realize it had a body. I would see it when i closed my eyes. I was SCARED of that thing. As for the lines they go into white, and then abruptly to black, and it is just strange.


dynamite headdy uses lines extensively, but they are often dithered which makes for a less harsh effect. Even when they aren’t, there is lots of other stuff going on and there are always intermediate colors. the clouds being larger above the lines creates a mild perspective effect which make the lines seem more like curving of the atmosphere above us in the distance than the end of the world immediately in front of us.


treasure land adventure also uses many lines but that is far from the only unsettling thing going on


fantastic dizzy. terrible game. don’t believe british 1980s computer nerds. they are sick. everything in the game maims dizzy, you only get 3 “lives” in which to win a game as long king’s quest 5 with as fragile a hero without saves or even intermediate goals to use as personal concepts of progress. these creepy lines, mercifully on this slide puzzle screen only, are about the only thing that WON’T destroy dizzy.


right near the edge! why? and this is a game that otherwise uses its colors really well to add a lot of detail to a fairly simplistic world.


adventures of lolo 3, also from the Hal Laboratory company. They used their mad science to devise a way to put the sun BEHIND the lines. It actually comes down from the top of the screen and the lines never change where the brightest point is nor move aside to let the sun in front. The neat effect of the water starting to reflect the sun as it appears closer is meaningless because the lines are so incorrigible. They really have to go.


Yet another from Hal, Rollerball. This one is really odd in that the upper edge of the lines leads to a color that matches one of the interior colors, so possibly this is supposed to be the edge of the horizon, yet it couldn’t be because the vanishing point is about midway up the second R in “roller.” The only conclusion to be made is what I have been saying all this while, lines are bad news.


this is the very first stage. unlike monster party, this is supposed to seem welcoming. there are animals out to destroy mickey mouse but you aren’t supposed to be afraid of them. not yet anyway.
this game was localized as “Kid Klown in Night Mayor World” since it was published by Kemko and Capcom had exclusive rights to release disney video games internationally at the time.

there is something deeply wrong when you have a story about a kid who is a klown, with a k, from a FAMILY of capital k-klowns and i still find horizontal bands of dark blue more upsetting.
Kid Klown is also noteworthy for having loads and loads of intermission text which doesn’t explain any of the things that need explaining.


a very capable alternative to lines oddly enough occurs in a bootleg felix the cat game. Which is not to say this game is good or that there aren’t better things that could be done with all this space.

mickey mouse again! and not even the same developer. Mickey’s DANGEROUS Chase by capcom. Which I also only know about from nintendo power

i couldn’t figure out why that effect was in some screen shots but not others. now i see: the screen scrolls up to gradually reveal it as you progress, which is unsettling in its own way. even though these aren’t LINES, the color difference is high and this really doesn’t belong here. the presence of the word DANGEROUS in the title (and apparently only in the US release) and the blood-like red tint may also have had subconscious effects on me.
also unsettling, nintendo gives full maps for the first, easiest, self-explanatory levels and wimpy paragraphs for stages you might actually need help in.


scrubbo in the same issue, this i totally forgot about. Again not lines but creepy with the same intention. It looks like the monopoly guy is about to be abducted by aliens or crushed by a meteorite, nevermind the trauma caused to anybody in those barely visible purple houses in the distance who would see an enormous self-illuminating BACKWARDS DOLLAR SIGN. Also Nintendo Power gave six pages of coverage to this.


this can’t be too far a drop since there is a little tree down there. surely it would be SAFER to go that way!

but the lines abruptly end so they aren’t real, right?

I am uncertain if these are supposed to be lines with the same intention. while this is indicated to be outside, there is a pattern ABOVE the lines.

also an earlier level uses the exact same 8×8 pixel tile as something like a support beam for a fancy place that is plainly meant to be INSIDE. Lines have no power inside.

oh no more creepy lines, undeniable this time, going into BLACK, consuming the clouds, and i have to TOUCH them! Or Mario does. I sure am glad I am not mario.


Always the ne’erdowell, Wario tortures a creature by making it touch the lines.


In the demonstation mode of mario paint you can see somebody CREATING the lines! Somebody making the deliberate decision to add this. And that may be the only super nintendo game i have seen it in, at least as far as the creepy top-of-screen usage goes
The mario paint example is curious because it shows the sun amidst darkening. would the sun not cause a lightening?
a number of staff was shared between mario paint and super mario land, super mario land and wario land, but nobody was on all three games and I would be reluctant to point at any specific person for this.


the first two game worlds do an admirable job of recreating the sort of skies that uderzo put in actual asterix comics then suddenly in egypt it gets this hokey effect and bright turning abruptly to dark. instead of creating a feeling of vastness it is an eerie claustrophobia. and look at all that grey space at the bottom edge of the screen wasted! if they put that ABOVE the lines and made it the darker blue it would… STILL be too dark but it wouldn’t be as much of that weird edge effect. They also could have opted for a more subtle color changing effect across a larger area.

here earlier in the same game, that is actually pleasant and one of few things in the game to evoke the source material and not just look like a quick cheap crummy licensed video game created by a company chosen because it was European and no other reason (“Bit Managers” in this case). Ironically it is a possibility that a similar cloud formation was the original visual inspiration for the lines, which i say based on having seen even more line-like clouds and wondering if those were the inspiration for lines.

I will say that a co-founder of the Bit Managers company, Alberto Gonzalez, did ambitious and well-programmed music on the better but still horribly misguided super nes game “Asterix and Obelix” that they also developed. He was uninvolved with the first Super NES Asterix game which seems to be based on the same design document as the nes one with additional questionable decisions but at least lacks the lines.


In the interest of making this more confusing, here is the superior if still impossible Asterix and The Great Rescue on the Sega Genesis, developed by Core Design, better known to people other than me for making the Tomb Raider games. This uses sky-lines but in a relatively innocuous manner. Don’t tell anybody I rented this in 1992-3ish and couldn’t get past the second stage because I didn’t know you could make little platforms appear for jumping on.
It also has better music than a crummy licensed Europe game deserves, and I can’t think why the followup Asterix and the Power of the Gods is full of dinkity synthesized awkwardly looping covers of public domain cliche “classical” dentist office music beyond that somebody found out they gave a crummy licensed Europe game better music than it deserved. That apparently is the power of the gods.

lines in real life:


chocoteague virginia, the shadow on this boat railing

mystic connecticut: look at this orange arrow on a sign

deviantart user domobot posted this image. similar to mario paint there is a sun but the light part is NOT radiating out from it! Also the creature appears to be wearing the legs-sticking-out-of-the-ground from the Monster Party screenshot


garfield makes it big, back cover. This is also the same book that featured the inexplicable traumatic head-first dropping garfield horrifying cuckoo clock reaction. (the linked page describes another instance of it happening and then briefly mentions garfield) Garfield is suffering from a similar ailment to the batman bee, in which oversized eyes enter into space conflicts and the artist doesn’t care, resulting in sketchy facial expressions. Arlene can wear the hat properly. However Arlene also suffers from shoddy tsereotype design traits and i presume the hat doesn’t want to mess with them. Also troubling and artist-not-caring-related here is that most of Jon’s body is missing. The other characters have their feet below where Jon cuts off so it isn’t like they reached the edge of the document space. I presume his body was sliced in half by the bar code sticker and the blue substance is actually his alien body matter spilling out and creating the lines as a punishment against humanity, until crummy merchandise and eventual braindead hipster memery could grow into adulthood to avenge him.

I found this in another terrible comic strip, thankfully i cannot remember which but whoever is responsible for it ought to be in jail.


there may be many people who need to be in jail but i would at this time request separate jails.



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