
Chinese: 
人们说图形是不重要的
可我玩的每款游戏都有图形
游戏图像是它们所处时代的明显标识
从起源时的简陋，
到街机和家用主机上的爆炸式进步，
再到 3D 游戏的出现和越发精细的图像
图像伴随着游戏发展，已经拥有了一段很长的历史
于是，游戏图形史上有哪些重要的里程碑？
科技是如何影响我们玩的游戏类型的？
游戏性是否比图形更为重要？
在最早的时候，电子游戏还只是新奇的电子玩意
「像素先驱」们一步步构建出了计算机图形

Arabic: 
يقولون ان الرسومات ليست مهمه
لكنها موجوده في كل لعبه لعبتها
صور اللعبة هي المؤشر الأكثر وضوحًا لتكنولوجيتها.
من أصول ساذجة ،
إلى انفجار الأروقة وأجهزة المنزل ،
وظهور وصقل الألعاب ثلاثية الأبعاد:
قطعت الرسومات شوطًا طويلًا على مدار تاريخ ألعاب الفيديو.
إذن ، ما هي أهم المعالم الرسومية؟
كيف شكلت التكنولوجيا المتاحة نوع الألعاب التي نلعبها؟
ألا ينبغي أن يكون الأمر يتعلق باللعب بدلاً من ذلك؟
في الأيام الأولى ، كانت ألعاب الفيديو أكثر بقليل من المستجدات الإلكترونية.
لقد ابتكر هؤلاء "رواد البكسل" أرضية جديدة مع كل خطوة ،

Portuguese: 
Eu digo que gráficos não importam
Mas todos os jogos que eu já joguei tinham gráficos
O visual de um jogo é o indicador mais óbvio
da sua tecnologia
De origens despretensiosas
a explosão dos arcades e consoles de mesa
a emersão e refinamento dos jogos tridimensionais
Os gráficos percorram um grande caminho
pela história dos videogames
Então, quais são os marcos gráficos mais importantes?
Como a tecnologia disponível moldou o tipo de jogos que nós jogamos?
E o importante não deveria ser a jogabilidade?
UMA BREVE HISTÓRIA DOS GRÁFICOS DE VIDEOGAME
No começo de tudo
Videogames eram apenas mais uma
novidade tecnológica
Esses pioneiros dos pixels
descobriam novas terras a cada passo
Numa época em que simplesmente mover
uma luz piscando pela tela da televisão

English: 
They say graphics aren't important.
But every game I've ever played has had them.
Game visuals are the most obvious indicator of their technology.
From naïve origins,
to an explosion of arcades and home consoles,
and the emergence and refinement of three-dimensional games:
graphics have come a long way over the course of video game history.
So, what are the most important graphical milestones?
How has available technology shaped the type of games we play?
And shouldn't it be about the gameplay instead?
In their earliest days, video games amounted to little more than electronic novelties.
These ‘pixel pioneers’ broke new ground with every step,

Spanish: 
Dicen que los gráficos no son importantes.
Pero todo juego que he jugado los ha tenido.
Los visuales de un juego son el indicador más obvio de su tecnología.
De comienzos ingenuos,
a una explosión de recreativos y consolas,
y la aparición y mejora de los juegos tridimensionales:
los gráficos han llegado muy lejos a lo largo de la historia de los videojuegos.
Entonces, cuáles son los hitos gráficos más importantes?
Cómo ha moldeado el tipo de juegos que jugamos la tecnología disponible?
Y no debería ser sobre el 'gameplay' en vez de eso?
En sus primeros días, los videojuegos representaban poco más que novedades electrónicas.
Estos ‘pioneros de los pixeles’ abrían camino con cada paso,

Portuguese: 
Era incrível
Jogos como Pong
Eram maravilhas da era espacial
explorando um certo interesse sci-fi
e se tornando um dos primeiros grandes
sucessos da indústria dos jogos
Pela primeira vez
Jogos eram legais
Não iria durar para sempre, claro
E uma vez que isso não era mais novidade, a necessidade por gráficos mais avançados e visual mais impressionante
Se tornou óbvia
GRÁFICOS COLORIDOS
GRÁFICOS COLORIDOS eram uma limitação dos primeiros jogos de arcade
E enquanto a TV a cores existia desde antes da Segunda Guerra Mundial
A maioria dos jogos eram limitados a um display monocromático
Alguns jogos usavam sobrecamadas de cor para melhorar seus cenários
Uma folha de plástico translúcida em cima de um display preto e branco
Obviamente uma solução bem limitada
mas pelo menos não era uma solução barata
E enquanto os jogos monocromáticos continuavam
a faturar moedas

English: 
in an era where simply moving a flicker of light across a television screen was incredible.
Games like Pong were a space-age wonder,
tapping in to a surge in sci-fi interest,
and becoming the earliest major success of the videogame industry.
For the first time ever, video games were cool.
It wouldn't last forever of course, and once the novelty wore off,
the need for more advanced hardware and more impressive visuals became clear.
Full colour graphics were an early threshold for arcade games:
and while colour television had existed since before the Second World War,
most early video games were limited to a monochrome display.
Some games used coloured overlays to spruce up their play fields:
a translucent plastic sheet applied on top of a black-and-white display.
Obviously quite a limited solution, but it was at least a cheap one.

Spanish: 
en una era en la que simplemente moviendo una chispa de luz por una pantalla de TV era increíble.
Juegos como Pong eran una maravilla de la era espacial,
aprovechando un aumento de interés en la ciencia ficción,
y convirtiéndose en el primer gran éxito de la industria del videojuego.
Por primera vez, los videojuegos molaban.
No duraría para siempre, por supuesto, y una vez que la novedad se pasó,
la necesidad de hardware más avanzado y visuales más impresionantes se hizo evidente.
Los gráficos en color completo fueron una de las metas más tempranas para los juegos recreativos:
y mientras que la televisión en color ya existía desde antes de la Segunda Guerra Mundial,
la mayoría de videojuegos estaban limitados a pantallas monocromáticas.
Algunos juegos usaban plásticos coloreados para Some games used coloured overlays to spruce up their play fields:
a translucent plastic sheet applied on top of a black-and-white display.
Obviously quite a limited solution, but it was at least a cheap one.

Arabic: 
في عصر كان فيه مجرد تحريك وميض الضوء عبر شاشة تلفزيون أمرًا لا يصدق.
كانت ألعاب مثل Pong عجب عصر الفضاء ،
الاستفادة من طفرة في مصلحة الخيال العلمي ،
ويصبح النجاح الكبير في أقرب وقت لصناعة ألعاب الفيديو.
لأول مرة على الإطلاق ، كانت ألعاب الفيديو رائعة.
هذا لن يدوم إلى الأبد بالطبع ، وبمجرد أن تتلاشى الجدة ،
أصبحت الحاجة إلى أجهزة أكثر تقدماً وصورًا أكثر إثارة للإعجاب واضحة.
كانت الرسومات بالألوان الكاملة عتبة مبكرة لألعاب الورق:
وبينما كان التلفزيون الملون موجودا منذ ما قبل الحرب العالمية الثانية ،
اقتصرت معظم ألعاب الفيديو المبكرة على عرض أحادي اللون.
تستخدم بعض الألعاب تراكبات ملونة لإنشاء حقول اللعب الخاصة بها:
ورقة بلاستيكية شفافة مطبقة على شاشة سوداء وبيضاء.
من الواضح أنه حل محدود ، لكنه كان حلاً رخيصًا على الأقل.

Chinese: 
在那个光标划过电视屏幕就能被称之为难以置信的年代
像「Pong」这样的游戏曾被誉为太空时代的奇迹
使人们感受到迈入了科幻的浪潮
并成为游戏产业早期成功的例子
使人们感受到迈入了科幻的浪潮
并成为游戏产业早期成功的例子
这是人们第一次觉得，电子游戏很酷
这种感觉不会一直持续下去，新奇劲一过
就需要更强劲的硬件来产生令人更惊叹的视觉效果
彩色游戏是早期街机游戏发展的一大门槛
黑白电视在第二次世界大战前就被发明了
绝大多数电子游戏早期都只能使用黑白显示器来显示
一些游戏使用一些彩色贴纸来划分游戏区域
也就是把半透明的彩色塑料盖在黑白显示器上
显然这种方法效果很有限，但这很便宜

Arabic: 
وبينما استمرت الألعاب الأحادية اللون في صعود العملات المعدنية ، فإن التكنولوجيا لديها فرصة للحاق بالركب.
من الصعب تحديد أول لعبة أركيد تستخدم شاشة ملونة ،
كان بعضها موجودًا فقط كنماذج أولية ، مثل متغير لون Gotcha.
تستخدم بعض ألعاب السباقات متعددة اللاعبين المبكرة اللون للتمييز بين سيارة كل لاعب.
إندي 4 في عام 1976 هو مثال مبكر.
وكانت Car Polo في عام 1977 أول لعبة أركيد ملونة تستخدم معالجًا دقيقًا.
ومع ذلك ، يتم عادةً اكتشاف هذه الأمثلة المبكرة
لصالح أول لعبة RGB ملونة ناجحة حقًا:
غالاكسيان.
أساسا نسخة مربو الحيوانات من غزاة الفضاء ، كل من السفن الغريبة الملونة الزاهية
يمكن أن تقلب بحرية عبر الشاشة.
وربما أكثر إثارة للإعجاب كانت الألوان المتعددة المستخدمة في كل العفريت.
بالنسبة إلى وقتها ، كانت اللعبة بمثابة علاج سمعي بصري.
بحلول عام 1980 ، كانت الرسومات الملونة هي القاعدة.

Portuguese: 
a tecnologia teve sua chance de acompanhar
É difícil apontar o primeiro jogo a usar
gráficos coloridos
Alguns existiram apenas como protótipos.
Como as versões coloridas de Gotcha
Alguns dos primeiros jogos de corrida
usavam a cor para diferenciar o carro de cada jogador
Indy 4, de 1976, é um exemplo
E Car Polo, de 1977, foi um dos primeiros jogos coloridos de arcade a usar um microprocessador
Entretanto, esses exemplos são ofuscados
por conta do primeiro jogo de cores RGB bem sucedido
Galaxian
Essencialmente, uma versão mais
pomposa de Space Invaders
Cada uma das brilhantes naves coloridas
podiam voar livremente pela tela
E, talvez mais impressionante que isso
eram as diversas cores usadas nos sprites
Pela primeira vez, um jogo foi totalmente sobre
sua exuberância visual
Por volta de 1980
gráficos coloridos eram uma norma

English: 
And while monochrome games continued to rake in coins, technology would have a chance to catch up.
The very first arcade game to use a coloured display is difficult to pin down,
some existed only as prototypes, such as a colour variant of Gotcha.
Some early multiplayer racing games used colour to differentiate each player's car.
Indy 4 in 1976 is one early example.
And Car Polo in 1977 was the very first colour arcade game to use a microprocessor.
However, these early examples are normally glossed over
in favour of the first truly successful RGB colour game:
Galaxian.
Essentially a fancier version of Space Invaders, each of the brightly coloured alien ships
could flip freely across the screen.
And perhaps more impressive were the multiple colors used in each sprite.
For its time, the game was an audiovisual treat.
By 1980, colour graphics were the norm.

Chinese: 
当黑白游戏还能继续捞钱时，给予科技足够的机会来发展
最早出现的彩色街机很难确定是什么
有一些只是原型机，例如 Gotcha 的彩色变体
一些早期的多人竞速游戏，用色彩来区分每个玩家的车辆
1976 年发行的 Indy 4 是一个早年的例子
1977 年发行的 Car Polo 是最早的使用微处理器运行的彩色街机游戏
然而，这些游戏很快就被另一款游戏的风头掩盖
第一款真正意义上成功的全彩色游戏
「小蜜蜂」
事实上，这只是「太空侵略者」的加强版，每个飞船被标上了颜色
飞船自由地飞过屏幕
最吸引人的或许是因为每个精灵使用了多种颜色
在当时，这游戏是一款不折不扣的视听盛宴
到了 1980 年，彩色图形已经变得常见起来

Spanish: 
And while monochrome games continued to rake in coins, technology would have a chance to catch up.
The very first arcade game to use a coloured display is difficult to pin down,
some existed only as prototypes, such as a colour variant of Gotcha.
Some early multiplayer racing games used colour to differentiate each player's car.
Indy 4 in 1976 is one early example.
And Car Polo in 1977 was the very first colour arcade game to use a microprocessor.
However, these early examples are normally glossed over
in favour of the first truly successful RGB colour game:
Galaxian.
Essentially a fancier version of Space Invaders, each of the brightly coloured alien ships
could flip freely across the screen.
And perhaps more impressive were the multiple colors used in each sprite.
For its time, the game was an audiovisual treat.
By 1980, colour graphics were the norm.

Spanish: 
Pacman just wouldn't be the same without its colourful ghosts
and the familiar yellow protagonist.
Pixels haven't always been the only way.
In the early days of the arcade, there were two principal paradigms for rendering an image on the screen.
RASTER
and VECTOR.
Raster comes from the Latin word ‘Rastrum’, meaning rake,
and today is the more familiar method of drawing on screen:
the electron beam rapidly sweeps every line of the display in sequence,
forming a grid,
and line by line, a picture is assembled.
Vector graphics directly manipulate the electron beam to form their images,
in a similar manner to an oscilloscope.
Indeed, very early games like Tennis for Two used an oscilloscope display.
The most famous vector arcade title is Asteroids.
And while its graphics might be sparse,

Arabic: 
بكمن فقط لن يكون نفسه دون أشباح ملونة
والبطل الأصفر المألوف.
بكسل لم تكن دائما الطريقة الوحيدة.
في الأيام الأولى للأروقة ، كان هناك نموذجان رئيسيان لتقديم صورة على الشاشة.
النقطية
وناقلات.
النقطية تأتي من الكلمة اللاتينية "Rastrum" ، وهذا يعني أشعل النار ،
واليوم هي الطريقة الأكثر شيوعًا للرسم على الشاشة:
شعاع الإلكترون يكتسح بسرعة كل سطر من الشاشة في التسلسل ،
تشكيل الشبكة ،
وخط سطرا ، يتم تجميع صورة.
الرسومات المتجهات تعالج مباشرة شعاع الإلكترون لتشكيل صورهم ،
بطريقة مماثلة إلى الذبذبات.
في الواقع ، استخدمت الألعاب المبكرة جدًا مثل Tennis for Two شاشة عرض الذبذبات.
الأكثر شهرة هو عنوان الممرات ناقلات الكويكبات.
وعلى الرغم من أن الرسومات قد تكون متناثرة ،

English: 
Pacman just wouldn't be the same without its colourful ghosts
and the familiar yellow protagonist.
Pixels haven't always been the only way.
In the early days of the arcade, there were two principal paradigms for rendering an image on the screen.
Raster
and vector.
Raster comes from the Latin word ‘Rastrum’, meaning rake,
and today is the more familiar method of drawing on screen:
the electron beam rapidly sweeps every line of the display in sequence,
forming a grid,
and line by line, a picture is assembled.
Vector graphics directly manipulate the electron beam to form their images,
in a similar manner to an oscilloscope.
Indeed, very early games like Tennis for Two used an oscilloscope display.
The most famous vector arcade title is Asteroids.
And while its graphics might be sparse,

Portuguese: 
Pac-Man não seria o mesmo sem
seus fantasmas coloridos
e o protagonista amarelo familiar
Pixels eram a única forma de fazer tudo isso
Nos primeiros anos de arcade, existiam dois
paradigmas principais de como
renderizar uma imagem na tela
Raster
Raster
e Vetor
Raster, vem do latim "Rastrum", que significa Rastro
E hoje, é o método mais familiar que temos de desenhar em uma tela
O raio eletrônico rapidamente traça cada linha da tela em sequência, gerando uma matriz
E linha por linha, uma imagem é formada
Gráficos vetoriais manipulam diretamente os raios eletrônicos para formar imagens
Uma maneira muito similar a qual um osciloscópio funciona
E de fato, os primeiros jogos como Tennis For Two, usavam um display de osciloscópio
O jogo vetorizado de arcade mais famoso de todos é Asteroids

Chinese: 
吃豆人从众多游戏中脱引而出，一方面是游戏里的鬼有很多色彩
另一方面就是这个熟悉的主人公
像素并不是当时唯一的图形解决方案
在早期街机中，有两种不同的在屏幕上绘图的方式
位图
和矢量
位图词源是拉丁语「Rastrum」意思是扫描
它是现在最常见的屏幕绘图方式
电子按顺序快速扫过屏幕的每一行
形成一个格栅
一行一行绘制出图形
矢量图形直接操作电子光束绘制他们想要的图形
原理和示波器类似
事实上非常早期的游戏例如「双人网球」用的直接是示波器的显示屏
最有名的矢量街机游戏是「小行星」
这个图像看起来很简陋

Portuguese: 
Embora seus gráficos possam parecer escassos, a suavidade perfeita de seus polígonos adicionam um certo charme
Compare a aparência de dois jogos parecidos que usam cada um desses métodos:
As linhas vetoriais suaves de Space Wars
Versus os pixels quadrados de Star Cruiser
Gráficos vetoriais são mais limpos, mas menos versáteis
Enquanto as imagens rasterizadas são incapazes de reproduzir linhas polidas
Sua habilidade de renderizar cenas mais complexas com menos esforço ajudou a garantir a dominância dos pixels
ROLAGEM SUAVE
Os primeiros jogos arcade possuiam um cenário fixo
A arena do jogo era do mesmo tamanho da tela do jogo
Deslizar no display para lentamente revelar o resto da fase requer mais terreno
Requer a habilidade de manusear bem os cartões de memória
Jogos de corrida antigos, como Super Speed Race, foram um dos primeiros a introduzir deslizamento de tela
Mas as limitações de hardware forçaram algumas concessões
Barras laterais duplicadas e uma pista severamente estreita

Arabic: 
المضلعات الملساء تماما تباهى بسحر معين.
قارن بين مظهر لعبتين متشابهتين باستخدام كل من هذه الطرق:
خطوط ناقلات سلسة من حرب الفضاء
مقابل وحدات البكسل 'blockier' من Star Cruiser.
الرسومات المتجهات أنظف ولكنها أقل تنوعًا.
في حين أن الصور النقطية لا يمكنها إنتاج خطوط ناعمة ،
قدرتها على تقديم مشاهد أكثر تعقيدا والأشكال المملوءة
ساعد على تأمين سيطرة بكسل.
كانت ألعاب الأركيد المبكرة عادةً ملاعب ثابتة ،
كان حجم ساحة اللعبة مناسبًا للشاشة.
التمرير على الشاشة للكشف ببطء عن مستوى مطلوب أكثر النخر ،
يتطلب القدرة على التحول حول أجزاء كبيرة من الذاكرة.
كانت عناوين القيادة المبكرة مثل Speed ​​Race أول من قدم التمرير ،
على الرغم من أن قيود الأجهزة فرضت بعض التنازلات:
الجانبين المسار معكوسة وطريق المتقشف إلى حد ما.

Spanish: 
the perfectly smooth polygons do boast a certain charm.
Compare the appearance of two similar games using each of these methods:
the smooth vector lines of Space War
versus the ‘blockier’ pixels of Star Cruiser.
Vector graphics are cleaner but less versatile.
While raster images can't reproduce smooth lines,
their ability to render more complex scenes and filled shapes
helped to secure the pixels' dominance.
Early arcade games normally had fixed play fields,
a game's arena was sized to fit the screen.
Scrolling the display to slowly reveal a level required more grunt,
it demands the ability to shift around large chunks of memory.
Early driving titles like Speed Race were the first to introduce scrolling,
although the hardware limitations did force some concessions:
mirrored track sides and a rather spartan roadway.

English: 
the perfectly smooth polygons do boast a certain charm.
Compare the appearance of two similar games using each of these methods:
the smooth vector lines of Space War
versus the ‘blockier’ pixels of Star Cruiser.
Vector graphics are cleaner but less versatile.
While raster images can't reproduce smooth lines,
their ability to render more complex scenes and filled shapes
helped to secure the pixels' dominance.
Early arcade games normally had fixed play fields,
a game's arena was sized to fit the screen.
Scrolling the display to slowly reveal a level required more grunt,
it demands the ability to shift around large chunks of memory.
Early driving titles like Speed Race were the first to introduce scrolling,
although the hardware limitations did force some concessions:
mirrored track sides and a rather spartan roadway.

Chinese: 
但完美的几何形也使其增加了不少魅力
比较这两种不同方法的代表游戏
一个是「太空大战」中平滑的矢量曲线
另一个是「太空巡洋舰」中方块化的像素
矢量图形更清晰，但表现力相对较弱
位图虽然不能画出平滑的直线
但他们能画出更复杂的图形以及完成对色块的填充
最终确保了像素渲染成为了主导
早期街机游戏有着固定的场景范围
整个区域是固定在屏幕上的
通过滚动屏幕来展开一个关卡的十分少见
他需要有位移大量内存的能力
早期的驾驶游戏「竞速」最早引入了滚动
然而硬件限制也使其做出了些许让步
镜像的赛道两侧和太过简单的路障

Arabic: 
كان ديفندر ، في عام 1980 ، تطورًا لمطلق النار في الفضاء
وضبط المشهد للتمرير جانب تبادل لاطلاق النار 'م شكا.
وعلى الرغم من رسوماتها البسيطة ،
عرضت حرية التنقل عبر سطح الكوكب ،
جنبا إلى جنب مع مجموعة من الأجانب لاطلاق النار.
وبالمثل ، فإن المشاهدة من أعلى إلى أسفل في Xevious
غالبًا ما يُنظر إليه على أنه أصل إطلاق النار التمرير عموديًا:
مع شحن المشغل في الجزء السفلي من الشاشة ، يتم إطلاق النار للأعلى بينما ينكشف المشهد ببطء أدناه.
كانت Sega Zaxxon أول لعبة متساوي القياس كاملة مع التمرير متساوي القياس:
محاكاة ثلاثة أبعاد مع إسقاط diametric 2: 1.
وقد استخدمت هذه التقنية من قبل العديد من الألعاب في وقت لاحق ،
ألعاب استراتيجية خاصة في أوائل التسعينيات ،
بمظهر زائف ثلاثي الأبعاد لا يزال يناسب شبكة البكسل.
وبالمثل ، فإن استخدام العفريت التحجيم ،
- تغيير حجم الصور على الطاير -

Spanish: 
Defender, in 1980, was an evolution of the space shooter
and set the scene for future side scrolling shoot 'em ups.
And despite its simple graphics,
it offered freedom of movement across a planet's surface,
along with a host of aliens to shoot.
Similarly, the top-down view seen in Xevious
is often sighted as the origin of the vertically scrolling shoot 'em up:
with the player ship at the bottom of the screen, shooting upwards as the scenery slowly unravels below.
Sega's Zaxxon was the first isometric game complete with isometric scrolling:
simulating three dimensions with a 2:1 diametric projection.
This technique was employed by many later games,
particularly strategy games of the early 90's,
with a pseudo-3D appearance that still fits the pixel grid.
Similarly, the use of sprite scaling,
- resizing images on the fly -

Chinese: 
「保卫者」发售于 1980，是一款革命性太空射击游戏
为之后的横版射击游戏提供了基础
不考虑其太过简单的图像的话
它已经提供了自由移动于行星表面的能力
伴随着移动，有许多外星人可以被射击
类似地，「铁板阵」使用了垂直方向的滚动
通常被认为是竖版射击游戏的鼻祖
玩家驾驶飞船在屏幕底部射击上方出现的敌人，屏幕逐渐向上滚动
世嘉的「Zaxxon」是第一个支持等轴滚动的游戏
通过一个 2:1 的反向投影来模拟 3D 视角
此项技术被大量运用于之后的游戏
特别是 90 年代早期的战略游戏
在保持格栅的前提下显示一个假 3D 的图形
对精灵的缩放使用也经历了类似的发展
缩放一个飞行物体的大小

Portuguese: 
Defender, de 1980, foi uma revolução nos jogos de nave
e definiu a cena dos jogos de nave com deslizamento de tela horizontal
E apesar dos seus gráficos simples, ele oferecia movimento livre pela superfície do planeta
junto de alguns aliens para você atirar
Similarmente, o jogo de perspectiva cima-para-baixo Xevious é normalmente citado como
o jogo que deu origem aos jogos de tiro com deslizamento de tela vertical
Com o jogador estacionado na parte inferior da tela  soltando tiros enquanto o cenário se revela
Zaxxon, da Sega, foi o primeiro jogo isométrico com deslizamento de tela também isométrico
Simulando três dimensões com uma projeção dimensional 2:1
Essa técnica foi aplicada em muitos jogos posteriores
Especialmente os jogos de estratégia do começo da década de 90
com uma aparência tridimensional mas que ainda se encaixa na matriz de pixels
ESCALONAMENTO DE SPRITES
Similarmente, o uso de escalonamento de sprites, que redimensiona imagens dinamicamente

English: 
Defender, in 1980, was an evolution of the space shooter
and set the scene for future side scrolling shoot 'em ups.
And despite its simple graphics,
it offered freedom of movement across a planet's surface,
along with a host of aliens to shoot.
Similarly, the top-down view seen in Xevious
is often sighted as the origin of the vertically scrolling shoot 'em up:
with the player ship at the bottom of the screen, shooting upwards as the scenery slowly unravels below.
Sega's Zaxxon was the first isometric game complete with isometric scrolling:
simulating three dimensions with a 2:1 diametric projection.
This technique was employed by many later games,
particularly strategy games of the early 90's,
with a pseudo-3D appearance that still fits the pixel grid.
Similarly, the use of sprite scaling,
- resizing images on the fly -

English: 
is sometimes seen in games attempting to lend their otherwise flat graphics a sense of depth.
Early Nintendo shooter Radar Scope
shrank sprites in the distance to give the impression that you were gazing across a plane of space.
The goal: To repel any invaders.
More impressive was the scenery in 1981's Turbo,
although painted in garish colours and with quite some distortion,
the effect is nonetheless outstanding when compared to other games from a similar time.
The advent of 16-bit arcade hardware brought about more colours
and the ability to shift more pixels than ever before.
Surely a new era was beginning.
And Sega's Super Scalar tech in the mid 1980's blew everything else out of the water.
Hang-On combined smooth sprite scaling with blistering frame rates.
And alongside its impressive lean to steer motorbike cabinet, it certainly made an impact at the arcades.

Spanish: 
is sometimes seen in games attempting to lend their otherwise flat graphics a sense of depth.
Early Nintendo shooter Radar Scope
shrank sprites in the distance to give the impression that you were gazing across a plane of space.
The goal: To repel any invaders.
More impressive was the scenery in 1981's Turbo,
although painted in garish colours and with quite some distortion,
the effect is nonetheless outstanding when compared to other games from a similar time.
The advent of 16-bit arcade hardware brought about more colours
and the ability to shift more pixels than ever before.
Surely a new era was beginning.
And Sega's Super Scalar tech in the mid 1980's blew everything else out of the water.
Hang-On combined smooth sprite scaling with blistering frame rates.
And alongside its impressive lean to steer motorbike cabinet, it certainly made an impact at the arcades.

Arabic: 
يظهر أحيانًا في الألعاب التي تحاول إقراض الرسومات المسطحة على خلاف ذلك بعمق.
في وقت مبكر نينتندو مطلق النار رادار النطاق
تقلصت العفاريت في المسافة لإعطاء الانطباع بأنك تحدق عبر طائرة من الفضاء.
الهدف: صد أي غزاة.
أكثر إثارة للإعجاب كان المشهد في عام 1981 في توربو ،
على الرغم من أن يتم رسمها بألوان متوهجة ومع بعض التشويه ،
ومع ذلك ، فإن التأثير رائع مقارنةً بألعاب أخرى من وقت مماثل.
جلب ظهور أجهزة الممرات 16 بت المزيد من الألوان
والقدرة على تحويل المزيد من بكسل من أي وقت مضى.
بالتأكيد بدأ عهد جديد.
وقد أدت تقنية Sega Super Scalar في منتصف الثمانينات إلى تفجير كل شيء آخر خارج الماء.
Hang-On مجتمعة تحجيم العفريت على نحو سلس مع معدلات ظهور تقرحات.
وإلى جانب مجلس الوزراء للدراجات النارية المثير للإعجاب ، فقد كان له بالتأكيد تأثير على الأروقة.

Chinese: 
通常是游戏试图展示图形的深浅层次感
早期的任天堂游戏「Rader Scope」
根据精灵距离来缩放太空中的飞机给人留下了深刻印象
游戏的目的是击退所有的侵略者
更具有画面表现力的是 1981 年发售的游戏「Turbo」
虽然颜色使用得非常艳俗
但效果比起同时代其他游戏无疑是非常出色的
16 位街机的出现带来了更多的颜色
以及比以前更强大的位移像素的能力
显然，一个新纪元已经到来
世嘉的「超纯量」技术于 20 世纪 80 年代出现
能以极高的帧率处理精灵的平滑缩放
以及摩托车的转弯时的倾斜效果，在当时街机中产生了巨大影响力

Portuguese: 
consegue, às vezes, dar profundidade à jogos que em outras circunstâncias seriam planos
Radar Scope, um jogo de tiro do Nitendinho, encolhe os sprites que estão ao fundo
Para dar a impressão que você está voando sob uma área aérea para impedir uma invasão
Ainda mais impressionante era o cenário de Turbo, um jogo de 1981
todo pintado em cores extravagantes e com algumas distorções visuais
O efeito é simplesmente esplêndido se comparado a outros títulos da época
O advento dos arcades de 16bits trouxe com eles mais cores
e a habilidade de renderizar mais pixels do que já havia sido antes
De fato, uma nova era estava começando
E o ataque de super escalonamento da Sega no ano de 98 quebrou todos os paradigmas
Hang-On combinava escalonamento de sprites macio a uma taxa de quadros assustadora
E apesar de ser um título voltado para as cabines de jogos de corrida
ele com certeza teve impacto nos arcades

Spanish: 
Running on the same hardware was Space Harrier,
an into the screen rail shooter that would set a benchmark in sound and graphics.
As well as establishing the bases for the top gun inspired 'Afterburner'.
Perhaps the most incredible graphics of the early 1980's were those seen in Dragon's Lair.
Leveraging the huge storage potential of laser disc technology,
it was a bona fide interactive movie.
Too bad it wasn't much fun to play.
The middle of the 1980s saw the end of the arcades' golden era
and the rise of the home consoles instead.
Arcades would still rule the roost as far as graphical power was concerned
but the ground they broke earlier meant that cost reduced home consoles
could deliver both colourful graphics and smooth scrolling.
There is a certain beauty in well designed pixel art.

English: 
Running on the same hardware was Space Harrier,
an into the screen rail shooter that would set a benchmark in sound and graphics.
As well as establishing the bases for the top gun inspired 'Afterburner'.
Perhaps the most incredible graphics of the early 1980's were those seen in Dragon's Lair.
Leveraging the huge storage potential of laser disc technology,
it was a bona fide interactive movie.
Too bad it wasn't much fun to play.
The middle of the 1980s saw the end of the arcades' golden era
and the rise of the home consoles instead.
Arcades would still rule the roost as far as graphical power was concerned
but the ground they broke earlier meant that cost reduced home consoles
could deliver both colourful graphics and smooth scrolling.
There is a certain beauty in well designed pixel art.

Chinese: 
这个框体上的另一款游戏「Space Harrier」
是一款轨道射击游戏，在当时业界成为了图形和声效水平的标杆
同时为之后出现的受电影「壮志凌云」启发设计的游戏「Afterburner」奠定了基础。
80 年代早期最优秀的图形恐怕来自于游戏「龙穴历险记」
得益于激光光盘的出现
这是一款真正意义上的「交互式电影」
可惜的是这游戏游戏性实在太差
80 年代中叶迎来了街机黄金年代的尾声
以及取代街机的家用主机的发展
由于图形机能的限制，街机仍然主宰一切
但他们之前开创的技术意味着家用机可以更便宜地实现
彩色的画面和平滑的画面滚动
经过良好设计的像素艺术固然美好

Arabic: 
يعمل على نفس الأجهزة كان Space Harrier ،
في مطلق النار السكك الحديدية الشاشة التي من شأنها وضع معيار في الصوت والرسومات.
وكذلك إنشاء قواعد لأعلى بندقية مستوحاة من "احتراق".
ربما كانت أكثر الرسومات التي لا تصدق في أوائل الثمانينيات هي تلك التي شوهدت في Dragon's Lair.
الاستفادة من إمكانات التخزين الضخمة لتكنولوجيا قرص الليزر ،
كان فيلم تفاعلي حسن النية.
سيء للغاية لم يكن الكثير من المرح للعب.
شهد منتصف الثمانينات نهاية العصر الذهبي للأروقة
وصعود لوحات المفاتيح المنزلية بدلا من ذلك.
لا تزال الممرات تحكم القاعدة فيما يتعلق بالقوة الرسومية
ولكن الأرض التي اندلعت في وقت سابق يعني أن التكلفة خفضت لوحات المفاتيح المنزلية
يمكن أن توفر كل من الرسومات الملونة والتمرير السلس.
هناك جمال معين في فن البكسل المصمم بشكل جيد.

Portuguese: 
No mesmo hardware, rodava Space Harrier, um jogo de tiro que deixara um marco no aspecto de som e gráfico
ao mesmo tempo que estabelecia a base para After Burner, o jogo inspirado em Top Gun
Talvez os gráficos mais impressionantes vistos no final dos anos 80 foram os de Dragon's Lair
Elevando o grande potencial da mídia de contar histórias, ele era praticamente um filme interativo
Uma pena que não era muito legal de jogar
A metade dos anos 80 viu o final da era dourada dos arcades
E o levante dos consoles de mesa
Arcades ainda dominavam o jogo quando se tratava de poder gráfico
mas o chão que eles exploraram permitiu aos consoles entregar ambos gráficos e deslizamento suave
Existe uma certa beleza na pixel art bem feita

Portuguese: 
Ela alcançou o ápice em uma época mais simples, onde sprites eram supremos
Feitos para se mover num cenário de jogo, sprites são imagens 2D que representam o jogador, os inimigos
ou outros elementos não estáticos de um jogo
Geralmente desenhado com a ajuda de um hardware dedicado
eles são uma importante faceta dos gráficos computadoriais quase tão antiga quanto os próprios jogos
Os primeiros sprites eram pequenos em tamanho e limitados em paleta
Mas conforme o ritmo da tecnologia acelerava, eles se tornaram maiores, mais detalhados e mais coloridos
Sprites enormes significavam enorme impacto nos arcades
Jogos como Strider ganharam seu mérito pela grande escala da ação
personagens carismáticos e espadas de plasma ridiculamente grandes
Isso era possível com a poderosa placa de arcade CPS1

Chinese: 
这也迎来了一个新的更简单的时代，
一个精灵为王的时代
精灵是指一种二维的图像能在游戏中自由移动
用来表示玩家、敌人以及其它不固定的物体
通常由专用的硬件来绘制他们
它们自从计算机图形学发展以来，已成为了基础的一部分
早期的精灵有着尺寸和色彩的限制
但随着技术的发展，精灵变得越来越大、越来越精细和多彩
巨大的精灵意味着巨大的影响力
例如「Strider」在动作游戏中因为夸张的动作
高大的角色和巨大的等离子剑而被人记住
这是因为性能强劲的 CPS-1 街机框体才使其变为可能

English: 
It speaks of a simpler era,
a time when sprites reigned supreme.
Designed to move across a game's play field, sprites are two dimensional images
that represent the player, enemies or other non static aspect of a game.
Often drawn with the help of dedicated hardware,
they have been an essential facet of computer graphics almost as long as games have existed.
Early sprites were small in size and limited in palette,
but as the pace of technology increased they became larger, more detailed and much more colourful.
Huge sprites meant huge arcade impact.
Games like Strider were held in high regard for the sheer scale of the action:
towering characters and huge sweeping plasma swords.
This was made possible by the powerful CPS-1 arcade board.

Spanish: 
It speaks of a simpler era,
a time when sprites reigned supreme.
Designed to move across a game's play field, sprites are two dimensional images
that represent the player, enemies or other non static aspect of a game.
Often drawn with the help of dedicated hardware,
they have been an essential facet of computer graphics almost as long as games have existed.
Early sprites were small in size and limited in palette,
but as the pace of technology increased they became larger, more detailed and much more colourful.
Huge sprites meant huge arcade impact.
Games like Strider were held in high regard for the sheer scale of the action:
towering characters and huge sweeping plasma swords.
This was made possible by the powerful CPS-1 arcade board.

Arabic: 
إنه يتحدث عن عصر أبسط ،
الوقت الذي سادت العفاريت العليا.
تُعد العفاريت عبارة عن صورتين أبعاديتين ، تم تصميمهما للتنقل عبر ساحة لعب اللعبة
التي تمثل اللاعب أو الأعداء أو أي جانب غير ساكن من اللعبة.
غالبا ما يتم رسمها بمساعدة الأجهزة المخصصة ،
لقد كان أحد الجوانب الأساسية لرسومات الكمبيوتر تقريبًا طالما كانت الألعاب موجودة.
العفاريت المبكرة كانت صغيرة الحجم ومحدودة بالألوان ،
ولكن مع زيادة وتيرة التكنولوجيا أصبحوا أكبر وأكثر تفصيلاً وأكثر غنى بالألوان.
العفاريت الضخمة تعني تأثير الممرات الضخم.
عقدت ألعاب مثل سترايدر في تقدير كبير للحجم الكبير للعمل:
الشخصيات الشاهقة وسيوف البلازما الضخمة.
أصبح هذا ممكنًا بفضل لوحة الألعاب CPS-1 القوية.

Chinese: 
可以在扫描一行时画出 256 个 16 位色彩的精灵
这个框体之后产生了「街霸 2」
一个格斗游戏中标杆地位的作品
巨大而各异的精灵表现着流畅的动作
使格斗游戏变得流行了起来
并引发了新的一轮的街机热
图形并不一定是重要的，但它们确实吸引人注意
在 2D 时代，一个非常有名的技术是平行滚动
将前景和背景分成多个图层，以不同的速率滚动
从而给场景提供纵深感
「Moon Patrol」是最早应用此项技术的
游戏包含了丰富的彩色山景
这是个极富冲击力的特效

Arabic: 
مع رقائق العفريت المخصصة ، قادرة على رسم 256 العفاريت 16 لون لكل خط المسح.
كانت هذه هي اللوحة التي ستعزز Street Fighter II:
عنوان من شأنه أن يضع معيارا في هذا النوع من لعبة القتال ،
مع العفاريت شخصية كبيرة ومتنوعة إلى جانب عمل السوائل.
لقد أرسل شعبية ألعاب القتال نحو السماء
وبدأت ركلة موجة جديدة من شعبية الممرات.
قد لا تكون الرسومات مهمة ، لكنها بالتأكيد تجذب الانتباه.
أحد الأساليب التي أثبتت شعبيتها بشكل خاص خلال عصر 2D ، كان التمرير المنظر:
تقسيم المقدمة أو الخلفية إلى عدد من الطبقات التي تتحرك بمعدلات مختلفة ،
لإعطاء انطباع عمق المشهد.
كانت Moon Patrol واحدة من الألعاب الأولى التي استخدمت هذه التقنية بشكل فعال ،
مع خلفية جبل فيستا الملونة.
إنه تأثير ملفت للنظر ،

English: 
With custom sprite chips, capable of drawing 256 16-colour sprites per scan line.
This was the board that would power Street Fighter II:
a title which would set a benchmark within the fighting game genre,
with large and diverse character sprites coupled with fluid action.
It sent the popularity of fighting games skyward
and kick started a new wave of arcade popularity.
Graphics might not be important, but they certainly attract attention.
One technique that proved particularly popular during the 2D era, was parallax scrolling:
splitting the foreground or background into a number of layers which move at different rates,
to give the impression of scene depth.
Moon Patrol was one of the first games to make effective use of the technique,
with its colourful Mountain Vista background.
It is a striking effect,

Portuguese: 
Com chips de sprites personalizados capazes de renderizar de 256 sprites de 16 bits
Essa foi a placa capaz de rodar Street Fighter II
Um título responsável por estabelecer um marco no gênero de luta
com largos e diversificados sprites de personagem acompanhados de ação fluida
alavancando a popularidade dos jogos de luta e impulsionando a popularidade dos arcades
Gráficos podem não ser importantes, mas eles com certeza atraem muita atenção
DESLIZAMENTO PARALLAX
Uma técnica que ficou muito conhecida durante a era 2D foi o deslizamento Parallax
que dividia o enorme plano de fundo em várias camadas que se moviam em diferentes velocidades
e davam a impressão de profundidade
Moon Patrol foi um dos primeiros jogos que faziam um uso correto da técnica
com sua paisagem montanhosa colorida como plano de fundo
É um efeito notável

Spanish: 
With custom sprite chips, capable of drawing 256 16-colour sprites per scan line.
This was the board that would power Street Fighter II:
a title which would set a benchmark within the fighting game genre,
with large and diverse character sprites coupled with fluid action.
It sent the popularity of fighting games skyward
and kick started a new wave of arcade popularity.
Graphics might not be important, but they certainly attract attention.
One technique that proved particularly popular during the 2D era, was parallax scrolling:
splitting the foreground or background into a number of layers which move at different rates,
to give the impression of scene depth.
Moon Patrol was one of the first games to make effective use of the technique,
with its colourful Mountain Vista background.
It is a striking effect,

Arabic: 
وكان مستخدمو الكمبيوتر المنزلي يسارعون في التقليد ،
مع ألعاب مثل Parallax على Commodore64 سميت أيضًا باسم تأثير التمرير.
بحلول وقت تشغيل الأجهزة ذات 16 بت ، كان ذلك إنجازًا تقنيًا يمكن تحقيقه
وسوف تصبح مشهدا مألوفا في منصات 2D.
ظل تطبيق الوحوش الملونة أعجب
ومع زيادة طاقة الأجهزة ، أصبحت المشاهد أكثر تعقيدًا.
ثم أعطت قوة معالجة الانفجار في Sega Mega Drive ألعابًا مثل Sonic the Hedgehog
أكثر شخصية من أي وقت مضى.
لقد كانت حقبة تمائم الكرتون وكان المنهاجون رائعين.
لم تكن الأروقة غريبة على الأبطال المتحمسين.
تعادل نهاية المسلسل التلفزيوني الشهير مثل سلاحف النينجا
أو عائلة سمبسون ، كانت ساحرة كبيرة.
وكان نشاطهم الصاعد المحموم الذي كان يسير بخطى سريعة مناسبًا تمامًا للطبيعة الاجتماعية لهذه الألعاب الترفيهية.

Spanish: 
and home computer users were quick to imitate,
with games like Parallax on the Commodore64 even named for the scrolling effect.
By the time of 16-bit machines, it was a far more attainable technical feat
and would become a common sight in 2D platformers.
Shadow of the Beasts colourful implementation impressed
and, as hardware power increased, scenes became more complex.
Then the blast processing power of the Sega Mega Drive gave games like Sonic the Hedgehog
more character than ever.
It was an era of cartoon mascots and platformers were on vogue.
The arcades were no stranger to animated heroes.
Tie-ends to popular TV series such as the teenage mutant Ninja Turtles
or the Simpsons, were major drawls.
And their frantic paced fore-player action was the perfect fit for the social nature of such amusements.

Chinese: 
家用计算机上很快就出现了效仿者
例如 Commodore 64 上的游戏「视差」甚至以其滚动特效命名
此时的 16 位机上，还有大量可以被实现的技术功能
这些功能之后在 2D 游戏中非常常见
「Shadow of the Beasts」有着令人着迷的色彩
随着硬件机能的提升，场景变得越来越复杂
注：闪电般的处理能力是世嘉 MD 当时在北美市场使用的宣传语，取得了极佳的宣传效果
但事实上除了主频是其竞争对手 SNES 的两倍，世嘉 MD 的其他机能几乎全面落后于 SNES
世嘉 MD 游戏机闪电般的处理能力*铸就了诸如「刺猬索尼克系列」的游戏
拥有比以往更多的角色
当时将卡通吉祥物搬上游戏成为了潮流
动画角色登陆街机平台也不再是新鲜事
一些有名的青少年电视剧集例如「忍者神龟」
或者「辛普森的一家」被大量改编成游戏
这些角色夸张的表演符合了人们对娱乐的社会认知

English: 
and home computer users were quick to imitate,
with games like Parallax on the Commodore64 even named for the scrolling effect.
By the time of 16-bit machines, it was a far more attainable technical feat
and would become a common sight in 2D platformers.
Shadow of the Beasts colourful implementation impressed
and, as hardware power increased, scenes became more complex.
Then the blast processing power of the Sega Mega Drive gave games like Sonic the Hedgehog
more character than ever.
It was an era of cartoon mascots and platformers were on vogue.
The arcades were no stranger to animated heroes.
Tie-ends to popular TV series such as the teenage mutant Ninja Turtles
or the Simpsons, were major drawls.
And their frantic paced fore-player action was the perfect fit for the social nature of such amusements.

Portuguese: 
e os computadores domésticos se esforçaram para imitar
Com jogos como Parallax, lançado para o Commodore 64, que até seu nome é derivado do tal efeito
Na época das máquinas de 16bits essa técnica era bem mais viável
e se tornou uma convenção em jogos plataforma 2D
A implementação de cores de Shadow of The Beast era impressionante
E como o poder de hardware aumentava, as cenas se tornavam mais complexas
E o poder de processamento estonteante do Mega Drive da Sega
deu a jogos como Sonic The Hedgehog mais carisma que nunca
Era uma época de mascotes cartunizados
e jogos de plataforma estavam na moda
CLÁSSICOS DOS DESENHOS
Os arcades não eram estranhos a heróis animados
Títulos que eram populares na TV como Tartarugas Mutantes Ninja
ou Os Simpsons eram atrativos gigantes
E o seu ritmo de ação no modo de quatro jogadores coube como uma luva naquela época
de deslumbramentos sociais

English: 
On the home consoles, the success of games like Mario and Sonic inspired a huge number of similar games.
And the familiarity of film licenses made tie-ends like Aladdin a huge success.
The colourful world and expressive animation of Disney gave the game a great visual grounding
and ensured its place as a best seller.
Some characters were home grown, Shiny Entertainments's Earthworm Jim
had all the style and flare expected of the platform genre.
But did so with a new creation:
A powered up worm wearing a cybernetic super suit.
Its zany sense of humour and unique style made for a memorable close to the 16-bit era.
Super Mario World 2: Yoshi's Island embraced a painted aesthetic
rather than a pushful showy effect or realistic appearance.
It's this style that helps the game's visuals stand up today.

Arabic: 
على لوحات المفاتيح المنزلية ، ألهم نجاح ألعاب مثل Mario و Sonic عددًا كبيرًا من الألعاب المماثلة.
وجعلت ألفة تراخيص الأفلام نجاحًا كبيرًا مثل علاء الدين.
أعطى العالم الملون والرسوم المتحركة التعبيرية من ديزني اللعبة أسس بصرية كبيرة
وتأمين مكانها كأفضل مبيعا.
بعض الشخصيات نمت في المنزل ، لامعة الدودة اللامعة لجيم الأرض
كان كل نمط ومضيئة المتوقع من هذا النوع منصة.
ولكن فعلت ذلك مع خلق جديد:
دودة تعمل بالطاقة ترتدي بدلة فائقة cybernetic.
إحساسها الفكاهي وأسلوبها الفريد من نوعه الذي تم صنعه بالقرب من عصر 16 بت.
سوبر ماريو العالم 2: جزيرة يوشي احتضنت جمالية رسمت
بدلا من تأثير مبهرج انتهازي أو مظهر واقعي.
إنه هذا النمط الذي يساعد على رؤية صور اللعبة اليوم.

Portuguese: 
Nos consoles de mesa, o sucesso de jogos como Mario e Sonic
inspirou uma enorme quantidade de jogos parecidos
E a familiaridade com as licenças cinematográficas fizeram com que títulos como Alladin
obter um grande sucesso
O mundo colorido e as animações expressivas da Disney
Deu ao jogo uma ótima base visual
e assegurou seu lugar nos mais vendidos
Alguns personagens eram feitos em casa
Earthworm Jim, da Shiny Entertainments, tinha todo o brilho e estilo esperados nos jogos de plataforma
Mas entregou isso junto com uma nova criação
Uma minhoca super poderosa que vestia um traje cibernético
Seu senso de humor mulherengo e estilo único deram um fim memorável à era dos 16bits
Super Mario World 2 Yoshi's Island abraçou uma estética de pintura
no lugar de efeitos extravagantes ou aparência realista
É o seu estilo que ajuda o visual do jogo ser satisfatório até hoje

Spanish: 
On the home consoles, the success of games like Mario and Sonic inspired a huge number of similar games.
And the familiarity of film licenses made tie-ends like Aladdin a huge success.
The colourful world and expressive animation of Disney gave the game a great visual grounding
and ensured its place as a best seller.
Some characters were home grown, Shiny Entertainments's Earthworm Jim
had all the style and flare expected of the platform genre.
But did so with a new creation:
A powered up worm wearing a cybernetic super suit.
Its zany sense of humour and unique style made for a memorable close to the 16-bit era.
Super Mario World 2: Yoshi's Island embraced a painted aesthetic
rather than a pushful showy effect or realistic appearance.
It's this style that helps the game's visuals stand up today.

Chinese: 
在家用机上，马里奥和索尼克的成功催生出了一大批类似的游戏
获得授权改编的游戏例如「Aladdin」取得了巨大的成功
绚丽的迪士尼世界和动画基于了游戏改编结实的基础
并为游戏大卖做了保证
也有不少角色是原创的，「Shiny Entertainment」的游戏「Earthworm Jim」
设计风格完美符合了其平台的主流题材
但在此之上做了许多创新
一个得到强化的蠕虫穿着超级机械装备
其独特的风格带来的幽默感在 16 位机时代给人留下了不小的印象
「超级马里奥 耀西岛」使用了一种油画风格的画面
而不是使用华丽的特效或拟真的画面
这种画面风格至今在游戏界仍有一席之地

Arabic: 
رغم أنه قد لا يكون مثيرًا للإعجاب تقنيًا ، إلا أن هناك سحرًا مرسومًا يدويًا بشكل كامل.
بحلول منتصف التسعينيات ، كانت العفاريت تصبح عتيقة.
بدأ التركيز في التحول نحو موجة جديدة من الألعاب ثلاثية الأبعاد
والاحتمالات التي تكمن في بعد آخر.
هذا لا يعني أن الألعاب ثنائية الأبعاد قد اختفت تمامًا ، فلا يزال هناك الكثير حولها ،
والتكنولوجيا الناضجة وراءهم
صنع لبعض الصور المثيرة للإعجاب بشكل خاص في نهاية العقد.
لا تزال أعمال العفريت المورقة في ألعاب مثل Metal Slug هي قمة الأسلوب.
غير مقيد بالألوان أو قيود الحجم ومع الرسوم المتحركة الرائعة.
بعض الألعاب تعمل بشكل أفضل في 2D.
وبينما ارتفعت شعبية ألعاب القتال ثلاثية الأبعاد ،
لا يزال هناك الكثير من العفاريت التقليدية القائمة
مثل سلسلة SNK الطويلة من King of Fighters.

Portuguese: 
E enquanto ele não é tecnicamente impressionante
existe um charme feito a mão que consiste pelo jogo
CANÇÃO DO CISNE
Por volta de 1999
Por volta de 1999 
sprites estavam começando a se tornar ultrapassados
O foco estava mudando para começar uma nova maneira de representar jogos tridimensionais
e o potencial de explorar mais uma dimensão
Não quer dizer que os jogos 2D foram extintos por completo
Ainda existiam um bocado deles
E as tecnologias maduras por trás deles permitiu gráficos impressionantes no final da década
O trabalho luxuoso em jogos como Metal Slug eternalizaram o estilo
sem preocupações com quantidade de cores ou tamanho e animações fantásticas
Alguns jogos eram melhores em 2D
E enquanto os jogos de luta 3D cresciam em popularidade
ainda haviam muitos outros que mantinham a tradição dos sprites
tal qual a longa série de luta da SNK The King of Fighters

Chinese: 
虽然这种画面从技术上并不吸引人，但其独特的魅力是不可否认的
到 20 世纪 90 年代，精灵开始也变得过时了
人们开始转向关注 3D 游戏的新潮流
并开始尝试挖掘机器潜能来容纳新的维度
这并不是说 2D 时代过去了
事实上大量 2D 游戏积累的成熟技术
在 20 世纪末仍创造了不少令人印象深刻的图像
像「合金弹头」这样充满华丽精灵的游戏创造了这类游戏的巅峰
再也没有颜色、尺寸和动画的限制
一些游戏在 2D 画面下表现得更好
虽然 3D 格斗游戏最终慢慢流行起来
仍有大量的传统精灵类的格斗游戏
例如 SNK 的系列作「拳皇」

English: 
And while it might not be technically impressive, there is a hand drawn charm consistent throughout.
By the mid 1990's, sprites were starting to become passé.
The focus was starting to shift towards a new wave of three-dimensional games
and the potential that lay within another dimension.
That's not to say that 2D games went away entirely, there were still plenty about,
and the mature tech behind them
made for some particularly impressive visuals towards the end of the decade.
The lush sprite work in games like Metal Slug remains a pinnacle of the style.
Unbound by colour or size restriction and with fantastic animation.
Some games work best in 2D.
And while 3D fighting games eventually rose in popularity,
there were still plenty of traditional sprite based ones
such as SNK's long running King of Fighters series.

Spanish: 
And while it might not be technically impressive, there is a hand drawn charm consistent throughout.
By the mid 1990's, sprites were starting to become passé.
The focus was starting to shift towards a new wave of three-dimensional games
and the potential that lay within another dimension.
That's not to say that 2D games went away entirely, there were still plenty about,
and the mature tech behind them
made for some particularly impressive visuals towards the end of the decade.
The lush sprite work in games like Metal Slug remains a pinnacle of the style.
Unbound by colour or size restriction and with fantastic animation.
Some games work best in 2D.
And while 3D fighting games eventually rose in popularity,
there were still plenty of traditional sprite based ones
such as SNK's long running King of Fighters series.

Portuguese: 
Lindos, mas uma espécie em extinção
Os melhores sprites feitos a mão exigiam os melhores artistas
No entanto, existem certas técnicas que servem como alternativas viáveis
A animação é uma parte vital para fazer o movimento do jogo ser algo crível
E antes da captura de movimento alguns artistas
desenhavam realismo usando um processo chamado rotoscopia
Os sprites originais de Prince of Persia foram desenhados diretamente do vídeo
Um trabalho laboral muito intenso, mas capaz de entregar uma movimentação fluida
e inércia realista
Técnicas parecidas foram usadas em outros jogos cinematográficos, como Another World e Flashback
Ambos usaram rotoscopia para fazer os sprites de animação e cutscenes
Animação fluida e compacta o suficiente para caber em poucos disquetes
SPRITES DIGITALIZADOS
Sprites digitalizados também foram uma moda

Spanish: 
Beautiful but a dying breed.
The best hand-drawn sprites required good artists.
However, there are some techniques that serve as a passable alternative.
Animation is a vital part of making movement in games believable.
And in the days before motion capture
some artists would draw from reality using a process called ‘rotoscoping’.
The original Prince of Persia's sprites are traced directly from video.
A labour intensive technique but one that delivers natural looking moment with realistic inertia.
Similar techniques were used in other cinematic platformers such as Another World and Flashback.
Both made use of ‘rotoscoping’ for in-game sprites and for cinematic cut-scenes.
Fluid in motion yet compact enough to fit on a couple of floppy discs.
Digitised sprites were fashionable for a while too:

Chinese: 
固然画面很漂亮，但最终还是衰落了
优秀的手绘精灵需要好的艺术家参与
然而，也有一些技术提供了备用方案
动画是游戏中一个必不可少的部分
在动作捕捉技术被发明之前
一些艺术家从真实图形中描出图像，这种过程叫「转描机技术」
最早的「波斯王子」就是直接从视频中采集了动作
这项技术需要大量人力，但也表现出了极其真实的动作惯性
类似的技术也出现在了其它电影式的游戏中，例如「Another World」和「Flashback」
这两者都使用了转描机技术来描绘精灵和电影式的分镜
这能够表现出流畅的动作，且仍能被几张软盘容量装下
数字化精灵有一段时间也成了时尚

English: 
Beautiful but a dying breed.
The best hand-drawn sprites required good artists.
However, there are some techniques that serve as a passable alternative.
Animation is a vital part of making movement in games believable.
And in the days before motion capture
some artists would draw from reality using a process called ‘rotoscoping’.
The original Prince of Persia's sprites are traced directly from video.
A labour intensive technique but one that delivers natural looking moment with realistic inertia.
Similar techniques were used in other cinematic platformers such as Another World and Flashback.
Both made use of ‘rotoscoping’ for in-game sprites and for cinematic cut-scenes.
Fluid in motion yet compact enough to fit on a couple of floppy discs.
Digitised sprites were fashionable for a while too:

Arabic: 
جميلة ولكن سلالة الموت.
أفضل العفاريت المرسومة باليد تتطلب فنانين جيدين.
ومع ذلك ، هناك بعض التقنيات التي تعمل كبديل مقبول.
الرسوم المتحركة هي جزء حيوي من جعل الحركة في الألعاب قابلة للتصديق.
وفي الأيام التي سبقت التقاط الحركة
كان بعض الفنانين يستمدون من الواقع باستخدام عملية تسمى "rotoscoping".
يتم تعقب العفاريت الأصلية لأمير فارس مباشرة من الفيديو.
تقنية كثيفة العمالة ولكن تلك التي توفر لحظات المظهر الطبيعي مع الجمود الواقعي.
تم استخدام تقنيات مماثلة في منصات أخرى سينمائية مثل عالم آخر و Flashback.
استفاد كلاهما من 'rotoscoping' من أجل العفاريت داخل اللعبة والمشاهد السينمائية المتقطعة.
السوائل في الحركة لكنها مضغوطة بدرجة كافية لتلائم زوجين من الأقراص المرنة.
العفاريت الرقمية كانت عصرية لبعض الوقت:

Portuguese: 
Imagens geradas diretamente de fotos de objetos do mundo real
O exemplo mais antigo é Journey, que contava com fotos preto e branco da banda de mesmo nome
Mas a técnica não se tornou comum até os anos 90
Vencedores não usam drogas. E nem se importam de massacrar traficantes
Narc é uma máquina de arcade 32bits muito antiga
Com muitas cores simultâneas e sprites digitalizados muito impressionantes para a época
E a ultraviolência sem tamanho pavimentada por imagens realistas acabou causando controvérsia
Os personagens realistas e alta taxa de quadros por segundo dos jogos de luta
se casavam bem com a ténica de digitalização
Reikei Doushi e Pit-Fighter foram pioneiros, mas foi um jogo em especial que elevou o nivel desses sprites
Mortal Kombat
Lutar com personagens reais e a violência brutal fez do jogo um título bem controverso

English: 
images taken directly from photographs or video of real life subjects.
The earliest example is Journey, which featured black-and-white images of the band.
But the technique wouldn't become common place until the early 90's.
Winners don't use drugs, nor do they have any qualms in slaughtering drug dealers by the dozen.
Narc was a very early 32-bit arcade machine, with thousands of on-screen colours
and hugely impressive digitised sprites for its time.
An unabashed ultra violence paired with realistic images, certainly caught its controversy.
The realistic characters and large number of animation frames found in fighting games
were a good fit for digitisation.
Reikai Doushi and Pit Fighter paved their way
but it was one game in particular that flung such sprites to the forefront:
Mortal Kombat.
Photo-real characters and brutal action made the game a very controversial one

Chinese: 
游戏图像是直接从相片或视频中直接拿来的
最早的例子是「Journey」，使用的是乐队成员的黑白照片
但这项技术知直到 90 年代早期才变得普遍
译者注：「人生赢家不嗑药」是 1989 年到 2000 年 FBI 强制在所有街机游戏内加入的禁毒广告
人生赢家不嗑药，所以当它们抓起药贩子来也绝不手软
「Narc」是非常早期的 32 位街机，可以显示数以千计的颜色
在当时能显示大量的数字化精灵
大量的异常暴力的游戏配上真实的图片在当时引起了巨大争议
当时许多格斗游戏采用了真实的角色和大量的动画
很好符合了当时的数字化技术浪潮
「灵界道士」和「Pit Fighter」为这类游戏铺平了道路
而这其中有一款游戏，将数字化精灵运用至极致
「真人快打」
真实的照片人物和残忍的动作设计使游戏变得极具争议

Spanish: 
images taken directly from photographs or video of real life subjects.
The earliest example is Journey, which featured black-and-white images of the band.
But the technique wouldn't become common place until the early 90's.
Winners don't use drugs, nor do they have any qualms in slaughtering drug dealers by the dozen.
Narc was a very early 32-bit arcade machine, with thousands of on-screen colours
and hugely impressive digitised sprites for its time.
An unabashed ultra violence paired with realistic images, certainly caught its controversy.
The realistic characters and large number of animation frames found in fighting games
were a good fit for digitisation.
Reikai Doushi and Pit Fighter paved their way
but it was one game in particular that flung such sprites to the forefront:
MORTAL KOMBAT
Photo-real characters and brutal action made the game a very controversial one

Arabic: 
الصور التي التقطت مباشرة من الصور أو الفيديو من مواضيع الحياة الحقيقية.
أول مثال على ذلك هو Journey ، الذي عرض صورًا بالأبيض والأسود للفرقة.
لكن هذه التقنية لن تصبح مكانًا شائعًا حتى بداية التسعينيات.
لا يستخدم الفائزون المخدرات ، كما أنهم لا يشعرون بأي قلق في ذبح تجار المخدرات من قبل العشرات.
كان Narc عبارة عن آلة أركيد 32 بت في وقت مبكر للغاية ، مع الآلاف من الألوان التي تظهر على الشاشة
والعفاريت بشكل كبير للإعجاب الرقمية في وقتها.
عنف فائق بلا حرج يقترن بصور واقعية ، اشتعلت بالتأكيد جدلها.
الشخصيات الواقعية وعدد كبير من إطارات الرسوم المتحركة الموجودة في ألعاب القتال
كانت مناسبة جيدة لرقمنة.
Reikai Doushi و Pit Fighter مهدوا طريقهم
ولكن كانت إحدى الألعاب على وجه الخصوص هي التي وضعت مثل هذه العفاريت في المقدمة:
كومبات بشري.
شخصيات صور حقيقية وأعمال وحشية جعلت اللعبة مثيرة للجدل للغاية

Arabic: 
والتي بدورها ضمنت شعبيتها.
مثل Street Fighter II قبله ، كانت العفاريت الحقيقية لمورتال كومبات مؤثرة بشكل خاص.
كانت عناوين مثل Clay Fighter مقولبة بوضوح في صورتها
وتم استبدال الدراجين الذين سبق لهم سحبهم في Road Rash بسائقي الدراجات الحقيقية في الجزء الثالث.
ربما كانت لعبة Donkey Kong Country المقدمة بشكل مثير للإعجاب قمة منصات 2D 16 بت.
الملونة ، والرسوم المتحركة الجميلة وسحق لاول مرة ضرب.
أدى ظهور تقنية الوسائط المتعددة إلى إتاحة مجال أكبر للمحتوى المقدم مسبقًا ومقاطع الفيديو كاملة الحركة.
استفادت ألعاب مثل Myst من مساحة التخزين الكبيرة التي جلبتها الأقراص المدمجة ،
تمكين الخلفيات المقدمة مسبقًا في الغلاف الجوي.
أثبت إعداد جزيرة Myst الهادئة مثالاً لامعًا على ما كانت التكنولوجيا الناشئة قادرة عليه.

Spanish: 
which, in turn, ensured its popularity.
Like Street Fighter II before it, Mortal Kombat's realistic sprites were particularly influential.
Titles like Clay Fighter were clearly moulded in its image
and the previously hand-drawn riders of Road Rash were replaced by real bikers in the 3rd instalment.
The impressively rendered Donkey Kong Country was perhaps the pinnacle of 2D 16-bit platformers.
Colourful, beautifully animated and a smash hit debut.
The advent of multimedia technology meant more room for pre-rendered content and full motion video.
Games like Myst took full advantage of the huge amount of storage space that CDs' brought,
enabling atmospheric pre-rendered backdrops.
The serene island setting of Myst proved a shiny example of what the emergent technology was capable of.

Chinese: 
换句话说，印证了其流行
「真人快打」像之前的「街霸 2」一样流行
像「Clay Fighter」这样的游戏明显地模仿了真人快打的图像模式
之前手绘骑手的「暴力摩托」系列在新的 3 代作品中也换成了真人演出
通过预渲染技术实现的「超级大金刚」的画面恐怕是 2D 16 位机技能的巅峰了
多彩、精致的动画以及招牌式的砸毁动作
多媒体技术的发展意味着越来越多的预渲染内容和全动态影像在游戏中被运用
像「Myst」这样的游戏就充分利用了 CD 技术带来的巨大容量特性
完全使用了预渲染的背景
「Myst」游戏设定在一个安静的小岛上，为当时技术能提供的巨大容量提供了范例

Portuguese: 
o que consolidou e garantiu sua popularidade
Como seu antepassado Street Fighter, os sprites de Mortal Kombat se tornaram especialmente influentes
Títulos como Clay Fighter eram claramente moldados a sua imagem
E os pilotos previamente desenhados a mão em Road Rash
foram trocados por pessoas reais no terceiro jogo da série
O impressionantemente renderizado Donkey Kong, foi talvez o ápice dos plataformas 2D de 16bits
Colorido, lindamente animado e um grande estouro
ADVENTO DA MULTIMÍDIA
O advento da tecnologia multimídia abriu portas para mais espaço de armazenamento
e FMV's (vídeos reais)
Jogos como Myst aproveitaram o enorme espaço de armazenamento que os CD's trouxeram
possibilitando cenários imersivos e pré-renderizados
O cenário da ilha de Myst mostrou um exemplo visível do que a tecnologia emergente era capaz

English: 
which, in turn, ensured its popularity.
Like Street Fighter II before it, Mortal Kombat's realistic sprites were particularly influential.
Titles like Clay Fighter were clearly moulded in its image
and the previously hand-drawn riders of Road Rash were replaced by real bikers in the 3rd instalment.
The impressively rendered Donkey Kong Country was perhaps the pinnacle of 2D 16-bit platformers.
Colourful, beautifully animated and a smash hit debut.
The advent of multimedia technology meant more room for pre-rendered content and full motion video.
Games like Myst took full advantage of the huge amount of storage space that CDs' brought,
enabling atmospheric pre-rendered backdrops.
The serene island setting of Myst proved a shiny example of what the emergent technology was capable of.

Arabic: 
ومع ذلك ، كانت معظم الألعاب التي كانت تعتمد على القرص المضغوط مبدئية.
لا يتم تذكر ألعاب مثل Night Trap للقرص المضغوط Sega ، وذلك بسبب تقنيتها الرائدة
ولكن بدلاً من ذلك على فظائعهم.
كل من مجموعة من التكنولوجيا الجديدة وأيا من التأثير.
المستقبل لم يكن في الأفلام التفاعلية.
وعلى الرغم من أن التخزين الإضافي للأقراص المدمجة سيصبح مفيدًا للغاية في الأعوام المقبلة ،
سوف يمنح FMV أخيرًا الألعاب بمزيد من العمق.
بعدين كلها جيدة جدا وجيدة
ولكن حتى مطوري اللعبة الأوائل يتوقون إلى الثالث.
القدرة على صياغة مساحة افتراضية ،
تزوير عالم المضلع.
بالطبع مع الأجهزة محدودة لم يكن الفذ يعني ،
كانت الألعاب ثلاثية الأبعاد المبكرة مثقلة بالحل الوسط.

Chinese: 
大多数早期的 CD 游戏无疑都是渣作
像 Sega CD 上的游戏「Night Trap」之所以被人记住不是因为其开创性的技术
而是这游戏实在是太烂了
所有游戏都在吹嘘其先进的技术，然而这并没有什么用
游戏的未来不是交互式电影
但 CD 的巨大容量为几年后的游戏带来了巨大的便利
全动态影像也会给游戏带来更多的深度
2D 游戏确实已经非常好了
但哪怕是很早期的游戏也试图尝试去做一些 3D 的尝试
比如能在一个虚拟太空内自由地驾驶
「虚拟多边形王国」
当然，脱离机能一切都是空谈
早期的 3D 游戏在画面上做出了严重的妥协

Spanish: 
Most early CD based games were pure tripe, however.
Games like Night Trap for the Sega CD are remembered not for their groundbreaking technology
but instead for their awfulness.
All of the bluster of new tech and none of the impact.
The future wasn't in interactive movies.
And while the compact discs extra storage would become very useful in the years ahead,
FMV would eventually give away to games with more depth.
Two dimensions are all very well and good
but even the earliest game developers yearned to extend into the third.
The ability to craft a virtual space,
the forging of a polygon realm.
Of course with limited hardware it was no mean feat,
early 3D games were burdened with heavy compromise.

English: 
Most early CD based games were pure tripe, however.
Games like Night Trap for the Sega CD are remembered not for their groundbreaking technology
but instead for their awfulness.
All of the bluster of new tech and none of the impact.
The future wasn't in interactive movies.
And while the compact discs extra storage would become very useful in the years ahead,
FMV would eventually give away to games with more depth.
Two dimensions are all very well and good
but even the earliest game developers yearned to extend into the third.
The ability to craft a virtual space,
the forging of a polygon realm.
Of course with limited hardware it was no mean feat,
early 3D games were burdened with heavy compromise.

Portuguese: 
Apesar disso, a maioria dos jogos de CD eram pura experimentação
Jogos como Night Trap, do Sega CD, não são lembrados pelo uso inovador da tecnologia
mas sim porque eram horríveis
Muito barulho veio com a nova tecnologia
mas nenhum impacto
Os filmes interativos não eram o futuro
E se por um lado o espaço de armazenamento do CD viria a se tornar muito útil anos mais tarde
o FMV eventualmente viria a abandonar os jogos
Duas dimensões são muito legais
mas até mesmo os primeiros desenvolvedores de jogos cobiçavam uma terceira
A habilidade de forjar um espaço virtual
O forjamento de um 
REINO DE POLÍGONOS
Mas é claro que com hardware limitado isso era pedir demais
Os primeiros jogos em 3D tinham o fardo de um grande comprometimento na performance

Arabic: 
اقتصر الأول على تمثيلات الإطار السلكي وعلى الرغم من بساطته ،
يمكن لألعاب مثل Atari's Battle Zone أن ترسم مشهدًا رائعًا ببضع خطوط متجهية.
تم استخدام تقنية مماثلة بشكل كبير في ألعاب حرب النجوم عام 1983 ،
وضع اللاعب في المقعد التجريبي لجناح X لإعادة إنشاء الهجوم على نجمة الموت ،
مع استكمال تشغيل الخندق.
تمكنت Micros حتى المنزل 8 بت من الحصول على العمل على الإطار السلكي:
ربما تكون صور Elite الخاصة بمتاجر الفضاء متقشف ، لكن اللعبة وفرت مساحة كبيرة لاستكشافها.
كانت الخطوة المنطقية التالية من المضلعات ذات الإطار السلكي هي ملؤها بتظليل مسطح.
تأثير بسيط ولكن لا يزال من الصعب تحقيقه على النظم المبكرة
دون إسقاط معدل الإطار إلى مستويات غير مقبولة.
كانت أول لعبة متعددة الأضلاع ذات الشكل المظلل هي لعبة أركيد I Robot التي تعود إلى عام 1983.

Spanish: 
The very first were limited to wire-frame representations and although simple,
games like Atari's Battle Zone could paint an immersive scene with just a few vector lines.
Similar tech was used to great effect in 1983's Star Wars arcade,
putting the player in the pilot seat of an X-wing to recreate the attack on the Death Star,
complete with Trench Run.
Even the 8 bit home Micros managed to get in on the wire-frame action:
space trader Elite's visuals might have been spartan but the game offered a huge wad of space to explore.
The next logical step from wire-frame polygons was to fill them with flat shading.
A simple effect but still tricky to achieve on early systems
without dropping the frame-rate to unacceptable levels.
The very first flat-shaded polygonal game was arcade title I Robot all the way back in 1983.

English: 
The very first were limited to wire-frame representations and although simple,
games like Atari's Battle Zone could paint an immersive scene with just a few vector lines.
Similar tech was used to great effect in 1983's Star Wars arcade,
putting the player in the pilot seat of an X-wing to recreate the attack on the Death Star,
complete with Trench Run.
Even the 8 bit home Micros managed to get in on the wire-frame action:
space trader Elite's visuals might have been spartan but the game offered a huge wad of space to explore.
The next logical step from wire-frame polygons was to fill them with flat shading.
A simple effect but still tricky to achieve on early systems
without dropping the frame-rate to unacceptable levels.
The very first flat-shaded polygonal game was arcade title I Robot all the way back in 1983.

Portuguese: 
Eles eram representações de wireframes [linhas brancas num fundo preto]
E com simplicidade, jogos como Battlezone do Atari podiam pintar cenas imersivas
com apenas algumas linhas vetorizadas
Uma tentativa similar teve bastante efeito no arcade de Star Wars de 1983
Colocando o jogador no banco de piloto de uma X-Wing para recriar o ataque à Estrela da Morte
Até as máquinas de 8 bits conseguiram obter um tipo de ação com wireframes
O visual de Elite talvez não seja espartano, mas o jogo oferecia um mapa enorme para ser explorado
SOMBREAMENTO PLANO
O próximo passo a ser tomado pelos polígonos de wireframe era lógicamente preenchê-los
com flat shading
Um efeito simples, mas difícil de ser atingido em sistemas antigos
sem fazer a taxa de quadros cair a níveis inaceitáveis
O primeiro jogo poligonal a usar flat shading foi o título de arcade I, Robot
lá atrás em 1983
Ele era com concerteza a frente de seu tempo

Chinese: 
最早期的 3D 游戏只是简单用直线勾勒出物体的边缘
雅达利的「Battle Zone」仅仅用了一些矢量的直线描绘出了沉浸式画面
类似技术的还有 1983 年发行的「星球大战」街机
玩家被安排在 X 翼战机上
重现在死星巨沟中发生的战斗
即使在 8 位机上，也已经有了这种简易线框 3D 的尝试
太空贸易船「Elite」的图形看起来很简陋，但游戏提供了广阔的太空以供探索
下一步自然是对线框组成的平面进行着色
这个特效听起来很简单，但在早期机器上实现还是比较困难的
特别是要保证帧率不会受到太大的影响的前提下
最早的平面着色游戏是 1983 年发行的街机游戏「我，机器人」

Spanish: 
It was definitely ahead of its time, but a new paradigm is always a tough sell,
and the game would not prove a financial success.
The advanced hardware needed for 3D games and the decline in arcade interest over the next few years
rendered them prohibitively expensive.
So, it wouldn't be until the end of the decade that 3D games would become more prevalent.
As home computers became more powerful, certain genres would embrace flat-shaded polygons,
a trademark of early flight simulators which valued full freedom of movement over arcade action
or graphical detail.
Some driving games employed this technique too.  Geoff Crammond's Stunt Car Racer in 1989
had you driving at breakneck speed around a fanciful track complete with three dimensions.
Not content with dull flat-shading, some turned to hardware tricks to simulate 3D worlds,
and the SNES's Mode 7 could be considered a rudimentary form of texture mapping.

Arabic: 
كان هذا بالتأكيد متقدمًا على وقته ، لكن النموذج الجديد دائمًا ما يكون عملية بيع صعبة ،
واللعبة لن تثبت نجاحها المالي.
الأجهزة المتقدمة اللازمة للألعاب ثلاثية الأبعاد والانخفاض في الاهتمام بالأركيد على مدار السنوات القليلة القادمة
جعلها باهظة الثمن باهظة.
لذلك ، لن تصبح الألعاب ثلاثية الأبعاد أكثر انتشارًا حتى نهاية العقد.
نظرًا لأن أجهزة الكمبيوتر المنزلية أصبحت أكثر قوة ، فإن بعض الأنواع ستتقبل المضلعات المظللة ،
علامة تجارية لمحاكاة الطيران في وقت مبكر والتي تقدر الحرية الكاملة للحركة عبر حركة الممرات
أو التفاصيل الرسومية.
تستخدم بعض ألعاب القيادة هذه التقنية أيضًا. Geoff Crammond's Stunt Car Racer في عام 1989
هل كنت تقود بسرعة مذهلة حول مسار خيالي كامل مع ثلاثة أبعاد.
غير راضٍ عن التظليل المسطح الممل ، تحول بعضهم إلى حيل الأجهزة لمحاكاة عوالم ثلاثية الأبعاد ،
ويمكن اعتبار وضع 7 SNES في شكل بدائي لرسم الخرائط الملمس.

Chinese: 
这个思路显然是超前的，但新产品总不太好卖
这款游戏最终也没有实现财务上的成功
3D 游戏需要更先进硬件，但街机在这几年越来越使人失去兴趣
这让 3D 渲染技术变得异常昂贵
所以直到 20 世纪末，3D 游戏才开始流行起来
随着家用电脑变得越来越强大，一些游戏题材开始在电脑上尝试平面着色
早期的飞行模拟器游戏非常重视街机动作游戏中的自由移动的特性
以及它们的图形特性
一些早期的驾驶游戏也使用了这种技术，Geoff Crammond 开发的「Stunt Car Racer」发售于 1989 年
能让你在地形复杂的 3D 赛道中飙车
不限于枯燥的平面着色，有些游戏尝试利用硬件上的小花招来模拟 3D 世界
超任游戏机提供的 Mode 7 功能可以被认为是早期的材质渲染

Portuguese: 
Mas um novo conceito é sempre difícil de se vender
E com isso o jogo não obteve sucesso financeiro
O hardware avançado necessário para os jogos 3D
e o declínio do interesse por arcades no passar dos anos
os fez proibitivamente caros
Então demorou até o final da década para que jogos 3D se tornassem dominantes
Conforme o hardware ficava mais poderoso
certos gêneros abraçaram o sombreamento plano de polígonos
Um marco histórico para os jogos de simulação de voo
que davam mais importância para a liberdade de movimento do que para a ação dos arcades
ou gráficos detalhados
Alguns jogos de corrida também implementaram essa técnica
Stunt Car Racer, de Geoff Crammond, lançado em 1989
te deixava dirigir em alta velocidade numa pista elegante tudo em três dimensões
MODE 7 & SUPER FX
Não contentes com a chatice do sombreamento plano, algumas pessoas usaram manobras de hardware
Para simular mundos 3D
E o Mode7 do Super Nintendo pode ser considerado como uma forma rudimentar de mapeamento de textura

English: 
It was definitely ahead of its time, but a new paradigm is always a tough sell,
and the game would not prove a financial success.
The advanced hardware needed for 3D games and the decline in arcade interest over the next few years
rendered them prohibitively expensive.
So, it wouldn't be until the end of the decade that 3D games would become more prevalent.
As home computers became more powerful, certain genres would embrace flat-shaded polygons,
a trademark of early flight simulators which valued full freedom of movement over arcade action
or graphical detail.
Some driving games employed this technique too.  Geoff Crammond's Stunt Car Racer in 1989
had you driving at breakneck speed around a fanciful track complete with three dimensions.
Not content with dull flat-shading, some turned to hardware tricks to simulate 3D worlds,
and the SNES's Mode 7 could be considered a rudimentary form of texture mapping.

Chinese: 
虽然这是个半吊子的实现，但这是将经典的 2D 转换成 3D 的理想方法
像「超级马里奥赛车」给人 3D 赛车游戏的错觉
仍然保持了非常好的帧率
而「Star Fox」卡带中内置了「SuperFX」协处理器，能用来处理 3D 多边形
精灵缩放以及其他 2D 元素的图形功能
把图像由一个专门的处理器来处理在未来会变成一个非常实用的技术
但有些机器依然会单纯用算力的碾压来完成 3D 运算
IBM 兼容机得益于其模块化设计
以及远比主机游戏机贵的价格
使得 90 年代早期就开始挑战图形渲染的新顶峰
然而，早期的 PC 游戏确实很丑
4 色 CGA 和 16 色 EGA 显示器迫使游戏只能显示得非常简单

Spanish: 
It was only a half measure, but an ideal way to introduce a 3D field to classic 2D action.
And games like Super Mario Kart maintained a healthy frame-rate
while still giving the illusion of into the screen racing.
The SuperFX coprocessor included in cards like Star Fox enabled polygonal 3D graphics,
blended with sprite scaling effects and other 2D elements.
Offloading graphics onto another processor would prove a useful technique in the future,
but some machines would rely on sheer grunt instead.
IBM compatible PCs had the benefit of a modular design,
along with a price point far aloft from console hardware.
This meant that by the early 90's they could start to push graphical boundaries.
However, early PC games could be pretty ugly.
4 colour CGA and 16 colour EGA modes often left games with a distinctive, simple look.

Portuguese: 
Era só uma medida de curto prazo, mas também uma maneira inteligente de introduzir um campo 3D
à clássica ação 2D
E jogos como Super Mario Kart conseguiam manter uma taxa de quadros saudável
ao mesmo tempo que mantinha a ilusão de uma corrida tridimensional
O coprocessador do SuperFX, incluído em cartuchos como o de Star Fox
permitia a criação de polígonos 3D
misturado com efeitos de escalonamento de sprites e outros elementos 2D
Descarregando os gráficos em outro processador provou-se ser uma técnica útil no futuro
Mas algumas máquinas confiavam em métodos mais consolidados
COMPATIBILIDADES IBM
Computadores compatíveis com IBM tinham o benefício de um design modular
junto com um custo competitivo com os consoles de mesa
Isso significa que por volta do início dos anos 90 eles poderiam finalmente desbravar as barreiras gráficas
Entretanto, os primeiros jogos de PC eram bem feios
modos de CGA de quatro cores e de EGA de dezesseis cores
geralmente deixavam os jogos com uma aparência meio simplória

English: 
It was only a half measure, but an ideal way to introduce a 3D field to classic 2D action.
And games like Super Mario Kart maintained a healthy frame-rate
while still giving the illusion of into the screen racing.
The SuperFX coprocessor included in cards like Star Fox enabled polygonal 3D graphics,
blended with sprite scaling effects and other 2D elements.
Offloading graphics onto another processor would prove a useful technique in the future,
but some machines would rely on sheer grunt instead.
IBM compatible PCs had the benefit of a modular design,
along with a price point far aloft from console hardware.
This meant that by the early 90's they could start to push graphical boundaries.
However, early PC games could be pretty ugly.
4 colour CGA and 16 colour EGA modes often left games with a distinctive, simple look.

Arabic: 
كان مجرد مقياس نصف ، ولكن وسيلة مثالية لإدخال مجال ثلاثي الأبعاد للعمل الكلاسيكي ثنائي الأبعاد.
حافظت ألعاب مثل Super Mario Kart على معدل إطارات صحي
في حين لا يزال يعطي الوهم في سباق الشاشة.
المعالج الثانوي SuperFX المضمّن في بطاقات مثل الرسومات ثلاثية الأبعاد الممكّنة من Star Star ،
المخلوطة مع آثار التحجيم العفريت وغيرها من العناصر 2D.
سيؤدي إلغاء تحميل الرسومات على معالج آخر إلى إثبات أنها تقنية مفيدة في المستقبل ،
لكن بعض الآلات ستعتمد على النخر الهائل بدلاً من ذلك.
تتمتع أجهزة الكمبيوتر المتوافقة مع IBM بميزة التصميم المعياري ،
جنبا إلى جنب مع نقطة السعر بعيدا عن الأجهزة وحدة التحكم.
هذا يعني أنه بحلول أوائل التسعينيات ، يمكنهم البدء في دفع الحدود الرسومية.
ومع ذلك ، يمكن أن تكون ألعاب الكمبيوتر المبكرة قبيحة للغاية.
غالبًا ما تترك أوضاع CGA الملونة و 16 لونًا EGA للألعاب بمظهر بسيط ومميز.

English: 
VGA graphics were a step up, offering 256 colours with far more nuance
and a break from unnaturally bright shades.
Early PC titles would sometimes make use of pre-rendered backgrounds.
Games like Alone in the Dark reserved polygons only for the player and enemies
with the remainder of the world painted as a bitmap.
This technique is a useful one for preserving limited graphical power:
instead of rendering a full 3D scene it can instead divert attention to more detailed character models.
Some early games were more ambitious, taking a first person perspective instead of a fixed camera view.
Ultima Underwold: The stygian abyss was an impressive game that took RPGs into the 3rd dimension
and, in turn, would influence the rise of the FPS.

Portuguese: 
Gráficos VGA eram um passo a frente
oferecendo 256 cores com muito mais nuances
e sombras surreais
Alguns dos primeiros títulos de PC faziam uso de fundos pré-renderizados
Jogos como Alone In The Dark reservavam os polígonos apenas para o jogador e os inimigos
e mantinha o resto do mundo pintado em um bitmap
Essa técnica é bastante útil para poupar poder gráfico limitado
Ao invés de renderizar uma cena completamente 3D
é possível dar mais atenção a personagens mais detalhados
Outros jogos eram mais ambiciosos
e tomaram uma visão em primeira pessoa no lugar de uma câmera fixa
Ultima Underworld The Stygian Abyss era um jogo impressionante que levou os RPG's à terceira dimensão
e consequentemente viria a influenciar o levante do primeiro FPS
RAYCASTING
Uma técnica que tornou os jogos com mapeamento de texturas viáveis foi o Raycasting

Spanish: 
VGA graphics were a step up, offering 256 colours with far more nuance
and a break from unnaturally bright shades.
Early PC titles would sometimes make use of pre-rendered backgrounds.
Games like Alone in the Dark reserved polygons only for the player and enemies
with the remainder of the world painted as a bitmap.
This technique is a useful one for preserving limited graphical power:
instead of rendering a full 3D scene it can instead divert attention to more detailed character models.
Some early games were more ambitious, taking a first person perspective instead of a fixed camera view.
Ultima Underwold: The stygian abyss was an impressive game that took RPGs into the 3rd dimension
and, in turn, would influence the rise of the FPS.

Arabic: 
كانت رسومات VGA خطوة إلى الأمام ، حيث قدمت 256 لونًا مع فارق بسيط أكبر بكثير
واستراحة من ظلال مشرقة بشكل غير طبيعي.
قد تستخدم عناوين أجهزة الكمبيوتر المبكرة أحيانًا الخلفيات المقدمة مسبقًا.
ألعاب مثل Alone in the Dark محفوظة للمضلعات فقط للاعبين والأعداء
مع بقية العالم رسمت كصورة نقطية.
هذه التقنية مفيدة للحفاظ على الطاقة الرسومية المحدودة:
بدلاً من تقديم مشهد ثلاثي الأبعاد كامل ، يمكنه بدلاً من ذلك تحويل الانتباه إلى نماذج شخصية أكثر تفصيلاً.
كانت بعض الألعاب المبكرة أكثر طموحًا ، حيث اتخذت منظور الشخص الأول بدلاً من رؤية الكاميرا الثابتة.
Ultima Underwold: كانت الهاوية stygian لعبة مثيرة للإعجاب التي اتخذت آر بي جي في البعد 3
و ، بدوره ، سوف تؤثر على صعود FPS.

Chinese: 
而 VGA 图形的出现，可以展示 256 种不同的颜色，大大提高了图形细节
并突破了不自然的单色着色器的渲染
早期的 PC 游戏会使用预渲染的背景
例如「鬼屋魔影」仅仅将 3D 多边形应用于玩家和敌人
其它的则有一个预渲染的静态位图替代
这在图形性能不足的年代里非常有效
与其完整渲染一个 3D 场景，不如将算力集中在细节更多的角色模型上
另一些游戏则比较激进，使用了第一人称视角来替代固定镜头
「地下创世纪：冥河深渊」将 RPG 游戏带入了 3D 时代
并且在之后引发了另一种游戏类型：FPS

English: 
One technique that made early texture map games viable was ‘Raycasting’,
it's an efficient approach to scene rendering that focuses solely on what the player can see.
And when combined with simple level geometry, can be made quite performant.
Wolfenstein 3D levels were built on a simple square grid all on a single level.
This meant that the walls could be fully texture mapped while the game remained playable even on a modest PC.
Wolfenstein is the grandfather of 3D shooters,
but in terms of overall impact, Doom was the daddy.
Building on the Wolfenstine engine, Doom extended its feature set to permit levels with more organic design.
No more fixed grid maps and the addition of variable lighting and elements at different elevations.
As a result Doom was more atmospheric, its locations more believable and, paired with high octane action,
it proved quite the success.

Chinese: 
「光线追踪」是使得早期的材质渲染变得更容易实现的重要技术之一
这使得机器可以专注于渲染玩家看得到的内容
通过这种简单的几何学，这使得游戏性能大幅上升
「德军总部 3D」的每个关卡都是发生在一个正方形平面上的
这使得墙壁可以完全采用材质渲染，仍能流畅得可以在大多数 PC 上运行
德军总部是 3D 设计游戏的祖父
但如果考虑到整体的影响力的话，「Doom」则是教父
基于德军总部的引擎，Doom 充分利用了材质渲染的特性将关卡变得更有趣
不在受限于栅格地图，动态的光线和不同高度的元素的出现
使得 Doom 变得更具感染力，方位感更真实且动作极富动感
最终导致了 Doom 的巨大成功

Spanish: 
One technique that made early texture map games viable was ‘Raycasting’,
it's an efficient approach to scene rendering that focuses solely on what the player can see.
And when combined with simple level geometry, can be made quite performant.
Wolfenstein 3D levels were built on a simple square grid all on a single level.
This meant that the walls could be fully texture mapped while the game remained playable even on a modest PC.
Wolfenstein is the grandfather of 3D shooters,
but in terms of overall impact, DOOM was the daddy.
Building on the Wolfenstine engine, DOOM extended its feature set to permit levels with more organic design.
No more fixed grid maps and the addition of variable lighting and elements at different elevations.
As a result DOOM was more atmospheric, its locations more believable and, paired with high octane action,
it proved quite the success.

Portuguese: 
É uma maneira eficaz de executar a renderização, uma maneira que se foca apenas no que o jogador vê
E quando combinada com geometria simples pode ser muito eficiente
As fases de Wolfstein 3D eram construídas em uma simples matriz quadrada
toda num só nível
Isso significa que as paredes poderiam ser todas mapeadas com textura
enquanto o jogo continua a rodar liso mesmo nos PC's mais modestos
Wolfstein é o avô dos jogos de tiro 3D
mas em termos de impacto geral, Doom é o pai
Feito com o motor gráfico de Wolfstein, Doom expandiu seu leque de ferramentas permitindo um
fases com um design mais orgânico
Sem mais mapas de nível fixo, adição de iluminação dinâmica e elementos em diferentes elevações
Como resultado, Doom era mais atmosférico, suas locações eram mais críveis
e casado com ação ultra rápida,  conseguiu alcançar o sucesso

Arabic: 
إحدى التقنيات التي جعلت ألعاب خرائط النسيج المبكرة قابلة للحياة هي "Raycasting" ،
إنها طريقة فعالة لعرض المشهد تركز فقط على ما يمكن للاعب رؤيته.
وعندما يقترن بهندسة المستوى البسيط ، يمكن إجراء أداء جيد للغاية.
تم تصميم مستويات Wolfenstein 3D على شبكة مربعة بسيطة كل ذلك على مستوى واحد.
هذا يعني أن الجدران يمكن أن تكون منسجمة بالكامل بينما ظلت اللعبة قابلة للعب حتى على جهاز كمبيوتر متواضع.
ولفنشتاين هو جد الرماة ثلاثية الأبعاد ،
ولكن من حيث التأثير الكلي ، كان Doom هو الأب.
بناءً على محرك Wolfenstine ، قام Doom بتوسيع مجموعة ميزاته للسماح بمستويات تتميز بمزيد من التصميم العضوي.
لا مزيد من خرائط الشبكة الثابتة وإضافة الإضاءة المتغيرة والعناصر في ارتفاعات مختلفة.
نتيجة لذلك ، كان Doom أكثر في الغلاف الجوي ، ومواقعه أكثر تصديقًا ، واقترانًا بحركة أوكتانية عالية ،
ثبت النجاح تماما.

Chinese: 
它产生了大量的模仿者，并为今天的 FPS 游戏铺平了道路
许多早年的 3D 游戏都使用了一些花招来模拟 3D 世界
有限的几何形，使用 2D 精灵以及使用了其他优化性能的魔法
真正的材质渲染的 3D 游戏需要更大的机能
知道 90 年代下半叶才出现了真正的 3D 游戏
作为硬件的先锋，街机平台上发布了诸如「Ridge Racer」之类的游戏
虽然现在看起来很过时，但在当时其声画特效被高度赞赏
追随着街机的脚步，第五代游戏主机也能处理全 3D 图形了
例如 PlayStation 和 N64 平台的出现让家用机中也迎来了多边形
「超级马里奥 64」把这位水管工真正带入了 3D 世界

English: 
It inspired a huge number of clones and paved the way for FPS genre as we know it today.
Many of these early games were reliant on tricks to simulate a 3D world.
Limited geometry, the use of sprites or other time saving hacks.
True texture map 3D games required a great deal of processing power
and so it wasn't really until the second half of the 1990's that such games took hold.
Vanguards of hardware, the arcades led the way with titles like Ridge Racer.
Although dated today, at the time it was universally praised for its sound and graphics.
Treading in the arcades footsteps, the fifth generation of consoles could more confidently tackle full 3D graphics,
and so platforms like the PlayStation and Nintendo64 saw the rise of the polygon within a home setting.
Super Mario 64 transplanted the previously planar plumber into a colourful 3D world

Spanish: 
It inspired a huge number of clones and paved the way for FPS genre as we know it today.
Many of these early games were reliant on tricks to simulate a 3D world.
Limited geometry, the use of sprites or other time saving hacks.
True texture map 3D games required a great deal of processing power
and so it wasn't really until the second half of the 1990's that such games took hold.
Vanguards of hardware, the arcades led the way with titles like Ridge Racer.
Although dated today, at the time it was universally praised for its sound and graphics.
Treading in the arcades footsteps, the fifth generation of consoles could more confidently tackle full 3D graphics,
and so platforms like the PlayStation and Nintendo64 saw the rise of the polygon within a home setting.
Super Mario 64 transplanted the previously planar plumber into a colourful 3D world

Arabic: 
ألهمت عددًا كبيرًا من الحيوانات المستنسخة ومهدت الطريق لنوع FPS كما نعرفه اليوم.
اعتمدت العديد من هذه الألعاب المبكرة على الحيل لمحاكاة عالم ثلاثي الأبعاد.
هندسة محدودة ، واستخدام العفاريت أو غيرها من الوقت لتوفير الخارقة.
الملمس الحقيقي للألعاب ثلاثية الأبعاد يتطلب الكثير من قوة المعالجة
وهكذا ، لم يكن الأمر كذلك حتى النصف الثاني من التسعينيات من القرن الماضي ، حيث أصبحت هذه الألعاب ثابتة.
طليعة الأجهزة ، قادت الأروقة الطريق بعناوين مثل ريدج ريسر.
على الرغم من أنها مؤرخة اليوم ، في ذلك الوقت تم الثناء عليه عالميًا بسبب الصوت والرسومات.
عند السير على خطى الأروقة ، يمكن للجيل الخامس من وحدات التحكم معالجة الرسومات ثلاثية الأبعاد الكاملة بثقة أكبر ،
وهكذا شهدت المنصات مثل PlayStation و Nintendo64 ظهور المضلع داخل إطار المنزل.
قام Super Mario 64 بزرع سباك مستو سابق في عالم ثلاثي الأبعاد ملون

Portuguese: 
Inspirou uma incontável quantidade de cópias e pavimentou a estrada do gênero de FPS
como conhecemos
3D DE VERDADE
Muitos desses jogos usavam manobras para simular um ambiente 3D
Geometria limitada, uso de sprites ou outras trapaças úteis
Jogos que tinham um mapeamento de texturas verdadeiramente tridimensional
exigiam um enorme poder de processamento
Então não foi até o segundo semestre de 1999 que esses jogos mostraram o rosto
Vanguardas do hardware, os arcades lideraram a corrida com títulos como Ridge Racer
Apesar de hoje em dia ser bastante datado, na época era universalmente admirado pelo som e gráficos
Correndo atrás do rastro dos arcades, a quinta geração de consoles se sentiu mais confiante para
disputar os gráficos 3D
E dessa forma, plataformas como o Playstation ou Nintendo 64 viram os polígonos pela primeira vez
com um olhar caseiro
Super Mario 64 transplantou o estilo dos jogos anteriores da série em um mundo 3D colorido

Chinese: 
并且可以认为是第一个大获成功的 3D 主机游戏
它渲染着精细的图像，将马里奥的魅力用新科技重新呈现
自由的移动和动态的镜头系统毫无意外地引发了舆论的爆炸
PlayStation 上也有自己的 3D 游戏例如「古惑狼」
虽然受限于硬件，多边形的数量有些少，但角色依然很栩栩如生
而且游戏的艺术风格也非常有魅力
这些游戏可能在技术上不是最领先的，但是玩起来很有趣
真正的 3D 游戏再也不是奢求，并且成为了游戏的主流表达形式
随着主机游戏在不断发展，PC 的发展也并未停步
由于 PC 游戏 Doom 的流行，3D 游戏也不再被人诟病

Arabic: 
وسيثبت أنها أول لعبة منصة ثلاثية الأبعاد ناجحة.
تمزج بين أفضل العناصر وسحر ألقاب ماريو السابقة مع التكنولوجيا الجديدة.
حرية حركة كاملة ونظام كاميرا ديناميكي يسمح بالاستكشاف دون إحباط.
كان لبلاي ستيشن أبطال منهاج ثلاثي الأبعاد مع ألعاب مثل Crash Bandicoot.
وعلى الرغم من انخفاض عدد المضلعات التي توفرها الأجهزة ، فإن شخصياتها معبرة
وأسلوبه الفني الساحر.
لم تكن هذه الألعاب مثيرة للإعجاب من الناحية الفنية فحسب ، بل كانت ممتعة أيضًا.
لم تكن الألعاب ثلاثية الأبعاد الحقيقية بدعة ، بل كانت جزءًا لا يتجزأ من الألعاب السائدة.
بينما تصل أجهزة التحكم في الأجيال المنفصلة ، فإن وتيرة تطوير أجهزة الكمبيوتر مستمرة.
ومع انتشار شعبية ألعاب الكمبيوتر Doom ، لم يكن هناك نقص في العناوين ثلاثية الأبعاد.

Spanish: 
and would prove to be arguably the first successful 3D platform game.
It blended the finest elements and charm of previous Mario titles with new technology.
Full freedom of movement and a dynamic camera system that permitted exploration without frustration.
The PlayStation had its own 3D platforming heroes with games like Crash Bandicoot.
And despite the low polygon count afforded by the hardware, its characters are expressive
and its art style charming.
These games were not only technically impressive, they were fun to play.
True 3D games were a novelty no more, and instead an integral part of mainstream gaming.
While console hardware arrives in discrete generations, the pace of PC development is continuous.
And with the popularity of PC gaming post DOOM, there was no shortage of 3D titles.

English: 
and would prove to be arguably the first successful 3D platform game.
It blended the finest elements and charm of previous Mario titles with new technology.
Full freedom of movement and a dynamic camera system that permitted exploration without frustration.
The PlayStation had its own 3D platforming heroes with games like Crash Bandicoot.
And despite the low polygon count afforded by the hardware, its characters are expressive
and its art style charming.
These games were not only technically impressive, they were fun to play.
True 3D games were a novelty no more, and instead an integral part of mainstream gaming.
While console hardware arrives in discrete generations, the pace of PC development is continuous.
And with the popularity of PC gaming post Doom, there was no shortage of 3D titles.

Portuguese: 
E se provou ser, inegavelmente o primeiro sucesso dos plataforma 3D
Ele uniu os melhores elementos e charme dos Marios prévios com a nova tecnologia
Total liberdade de movimento e um sistema de câmera que permitia explorar sem se frustrar
O Playstation tinha seus próprios heróis de plataforma 3D em jogos como Crash Bandicoot
E apesar da baixa densidade de polígonos resultada das limitações de hardware
seus personagens eram expressivos e carismáticos
Esses jogos não eram só tecnicamente impressionantes. Eram também divertidos de jogar
Jogos verdadeiramente tridimensionais não era mais uma novidade
Eram intrínsecos ao mundo dos games mainstream (popular)
Enquanto as melhoras de hardware dos consoles eram tidas em gerações distintas
o ritmo do aprimoramento dos PC's era contínuo
E com a popularidade dos jogos de PC pós Doom
não houve escapatória para os jogos 3D

Spanish: 
Magic Carpet was an interesting attempt at transplanting Bull Frog's earlier god-game formula
into a first person perspective.
Hugely impressive from a technical perspective, although its gameplay was slightly lacking
and it was otherwise overshadowed by more conventional games of the era.
Descent was notable for its 6 degrees of movement, permitting full exploration of its maze-like mines.
A peculiar blend of space shooter and DOOM clone,
it stands as an important example of early software rendering.
Full 3D without shortcuts or compromise.
idSoftware were prime innovators within the PC gaming space.
And not content with the countless clones their creation spawned,
they set the bar even higher with the release of Quake.
Quake was very much a true 3D game, gone were the sprites and lack of vertical aiming of DOOM
instead replaced with polygonal enemies, weapon view models and bi-axial aiming.

English: 
Magic Carpet was an interesting attempt at transplanting Bull Frog's earlier god-game formula
into a first person perspective.
Hugely impressive from a technical perspective, although its gameplay was slightly lacking
and it was otherwise overshadowed by more conventional games of the era.
Descent was notable for its 6 degrees of movement, permitting full exploration of its maze-like mines.
A peculiar blend of space shooter and Doom clone,
it stands as an important example of early software rendering.
Full 3D without shortcuts or compromise.
idSoftware were prime innovators within the PC gaming space.
And not content with the countless clones their creation spawned,
they set the bar even higher with the release of Quake.
Quake was very much a true 3D game, gone were the sprites and lack of vertical aiming of DOOM
instead replaced with polygonal enemies, weapon view models and bi-axial aiming.

Portuguese: 
Magic Carpet foi uma tentativa interessante de transportar a formula dos jogos de divindade
a uma perspectiva em primeira pessoa
Impressionante se analisado de uma perspectiva técnica
mas bem chato no quesito gameplay
No final das contas acabou ficando nas sombras de outros jogos da época
Descent era conhecido pelos seis graus de movimento
permitindo total exploração dos seus mapas
Uma mistura interessante de jogo de nave com clone de Doom
Serve de bom exemplo para perceber como era a renderização da época
Totalmente 3D sem manobras ou compromissos
id Software era uma pioneira da cena de jogos de computador
E não satisfeita com a quantidade de clones que a sua última criação gerou
Ela voou ainda mais alto com o lançamento de Quake
Quake era um jogo verdadeiramente 3D
Se livrou dos sprites e falta de mira vertical de Doom e substituiu com inimigos poligonais, visão da arma
e mira de eixo duplo

Chinese: 
「魔毯」是一次有趣的尝试，将 Bull Frog 之前一些上帝视角的游戏
改变成了第一人称视角
这款游戏的技术特性非常先进，可惜游戏性太落后了
而且也被当时的一些其他游戏所淹没了光芒
「天旋地转」因提供了 6 个角度的移动而被注意，使其地牢迷宫大大复杂
可以认为是太空射击游戏和 Doom 的结合
这位早期软件渲染树立了重要的例子
是一款无所妥协的真 3D 游戏
idSoftware 在 PC 游戏领域一直是技术革新者
注：idSoftware 就是德军总部 3D 和 Doom 的开发者
虽然他们的游戏*已经被无数游戏借鉴了
他们将游戏素质通过「雷霆之锤」达到了新的高峰
「雷霆之锤」是个真 3D 游戏，移除了 Doom 中的精灵，并加入了垂直方向的射击
使用了真正的多边形的敌人、枪支和双方向的瞄准

Arabic: 
كان Magic Carpet محاولة مثيرة للاهتمام لزرع صيغة لعبة لعبة Bull Frog السابقة
في منظور الشخص الأول.
مثيرة للإعجاب بشكل كبير من منظور تقني ، على الرغم من أن طريقة لعبها كانت قليلة
وقد طغت عليه أكثر الألعاب التقليدية للعصر.
كان النزول ملحوظًا في درجة حرارته البالغة 6 درجات ، مما سمح بالاستكشاف الكامل للألغام التي تشبه المتاهة.
مزيج غريب من مطلق النار الفضاء واستنساخ الموت ،
انها تقف كمثال مهم لتقديم البرمجيات في وقت مبكر.
3D كامل دون اختصارات أو حل وسط.
كانت idSoftware مبتكرين رئيسيين في مساحة ألعاب الكمبيوتر.
وليس قانع مع عدد لا يحصى من الحيوانات المستنسخة خلقت خلقهم ،
وضعوا الشريط أعلى مع إطلاق الزلزال.
لقد كان الزلزال لعبة ثلاثية الأبعاد حقيقية ، وذهب العفاريت وعدم وجود هدف عمودي من DOOM
بدلًا من ذلك تم استبدال الأعداء المضلعين ونماذج عرض الأسلحة والأهداف ثنائية المحور.

Arabic: 
كان الزلزال ، بكل مجد Lovecraftian ذي اللون البني ، مقدمة للموجة التالية من تطوير الرسومات ثلاثية الأبعاد.
واحدة من الحاشية الأخيرة الجديرة بالذكر هي فوكسل:
بكسل الحجمي ، وهو نهج بديل لبناء المضلع.
بدلاً من الوجوه المثلثة ، يتم إنشاء الكائنات من بكسلات ثلاثية الأبعاد.
اللبنات الأساسية ، بطريقة مشابهة لماين كرافت (LOL).
مثالية لنحت التضاريس من خرائط الارتفاع والألعاب مثل Delta Force و Outcast
هي مثال مثير للاهتمام لما قد يثبت أنه طريق مسدود تطوري.
على الرغم من أن فوكسلات أظهرت بعض الوعود ، فقد تم إحراز أي تقدم في مهدها من خلال ظهور تسارع ثلاثي الأبعاد.
مع ألعاب الأجهزة المخصصة لديها الآن القدرة على بناء عوالم سلسة ومفصلة
من دون تهاون.
كان سحر تسريع الأجهزة على وشك أن يتكشف.

Spanish: 
Quake, in all its brown-hued Lovecraftian glory, was a prelude to the next wave of 3D graphics development.
One final footnote worth of mention are voxels:
volumetric pixels, an alternate approach to polygon construction.
Instead of triangular faces, objects are built from 3D pixels.
Essentially building blocks, in a manner similar to Minecraft(LOL).
Ideal for carving out terrain from heightmaps, games like Delta Force and Outcast
are an interesting example of what would prove to be an evolutionary dead end.
Although voxels showed some promise, any progress was nipped in the bud by the rise of 3D acceleration.
With dedicated hardware games now had the power to construct smooth and detailed worlds
without compromise.
The magic of hardware acceleration was about to unfold.

Chinese: 
雷霆之锤，一款洛夫克拉夫特恐怖风的游戏，引领了下一代 3D 图形风潮的前奏
这个时代还有一个值得注意的东西则是「体素」
「体积像素」是多边形结构的一个替代
除了使用三角形的表面，物体也可以由 3D 的像素来组成
由方块组成的世界，听起来很像 Minecraft（逃
这是把等高线地图转换成地形的理想方式，例如「三角洲特种部队」和「Outcast」
成为了这条进化死路上的有趣例子
虽然体素听起来很可靠，但随着 3D 加速技术的发展而被淘汰了
通过使用具体的硬件，如今的游戏可以构建出更细腻和平滑的游戏世界
无需任何妥协
硬件加速的魔法相当复杂，我们需要展开讲

English: 
Quake, in all its brown-hued Lovecraftian glory, was a prelude to the next wave of 3D graphics development.
One final footnote worth of mention are voxels:
volumetric pixels, an alternate approach to polygon construction.
Instead of triangular faces, objects are built from 3D pixels.
Essentially building blocks, in a manner similar to Minecraft(LOL).
Ideal for carving out terrain from heightmaps, games like Delta Force and Outcast
are an interesting example of what would prove to be an evolutionary dead end.
Although voxels showed some promise, any progress was nipped in the bud by the rise of 3D acceleration.
With dedicated hardware games now had the power to construct smooth and detailed worlds
without compromise.
The magic of hardware acceleration was about to unfold.

Portuguese: 
Quake, no auge de sua glória lovecraftiana, foi um prelúdio do que seria o desenvolvimento de gráficos 3D
VOXELS
Uma última forma gráfico que vale ser mencionada são os Voxels
Pixels volumétricos. Uma alternativa a construção de polígonos
Ao invés de faces triangulares, objetos são construídos com pixels tridimensionais
Essencialmente, blocos de construção. Bem parecido com Minecraft
Ideal para formar terreno de mapas altos
Jogos como Delta Force e Outcast são exemplos interessantes do que se provou ser
o fim da linha evolutiva
Apesar dos Voxels terem mostrado seu potencial
Qualquer progresso foi atropelado pelo nascimento da Aceleração Tridimensional (3D Acceleration)
Agora com hardware dedicado, jogos tinham o poder de construir mundos mais detalhados e naturais
sem comprometimento
A mágica da aceleração de hardware estava prestes a se desdobrar

Portuguese: 
Jogos tridimensionais eram, claramente, o futuro
Mas a arquitetura computacional tradicional não foi feita para isso
As primeiras placas dedicas, como a VOODOO, acabaram com as limitações dos processadores
e viu o Brilho no potencial dos jogos 3D
Taxa de quadro maior
Resolução maior
Gráficos melhores do que jamais vistos antes
Assim como tantos outros pioneiros gráficos os sistemas de hardware 3D mais modernos
podiam ser encontrados nos arcades
Manobras de 2D já eram coisa velha lá pelo final dos anos 80
e a tecnologia 3D provida pelo Namco System 21 Polygonizer era uma mão na roda
Ele forneceu jogos como Winning Run e foi a primeira placa de arcade feita especificamente para
para intensificar gráficos poligonais
Tudo isso era funcional
e nos braços dos arcades, a itensificação gráfica do 3D viriam a se tornar o padrão que moldou a história

English: 
Three-dimensional games were clearly the future
but traditional computer architecture was not designed to fit.
Early accelerated cards like 3dfx's Voodoo unlocked CPU rendering limits,
and saw a bloom in the potential of 3D gaming.
Faster frame-rates. Higher resolutions. Better graphics than ever before.
Like so many visual firsts, the earliest hardware assistance for 3D games
can be found in the arcades.
2D tricks were old hat by the late 80's and so the 3D tech provided by Namco System 21 'Polygonizer'
was a no brainier.
It powered games like Winning Run and was the first arcade board specifically designed
to accelerate polygonal 3D graphics.
Others followed suit and in the arms race of the arcades, hardware 3D graphics would become
the de facto attract mode.

Chinese: 
3D 游戏已被公认为是游戏的未来
但传统的计算机架构无法满足这种需求
于是出现了早期的加速卡，比如 3dfx 的「Voodoo」来解放 CPU 的渲染能力
这为之后 3D 游戏的井喷提供了潜力
更高的帧率、更清晰的分辨率，从未有过如此棒的画面
就像大多数图形发展一样，早期的 3D 硬件加速
也可以在街机上被找到
2D 已被打上了过时的帽子，所以未经太多思考，南梦宫在 80 年代末推出了 3D 框体
「Polygonizer」
它驱动了一些例如「Winning Run」之类的游戏，这是第一款专为
3D 图像加速而设计的街机框体
随着其他厂商的跟进，硬件 3D 图形加速技术已经
事实上成为了街机的标配了

Arabic: 
كانت الألعاب ثلاثية الأبعاد المستقبل بوضوح
لكن هندسة الكمبيوتر التقليدية لم تكن مصممة لتناسب.
بطاقات متسارعة في وقت مبكر مثل حدود عرض وحدة المعالجة المركزية Voodoo الخاصة بـ 3dfx ،
ورأى ازهر في إمكانات الألعاب 3D.
أسرع معدلات الإطار. دقة أعلى. رسومات أفضل من أي وقت مضى.
مثل الكثير من الأشياء المرئية الأولى ، أقرب مساعدة الأجهزة للألعاب ثلاثية الأبعاد
يمكن العثور عليها في الأروقة.
كانت الحيل ثنائية الأبعاد هي القبعة القديمة في أواخر الثمانينيات ، وهكذا فإن التكنولوجيا ثلاثية الأبعاد التي توفرها Namco System 21 "Polygonizer"
كان عدم التفكير.
كانت تعمل بألعاب مثل Winning Run وكانت أول لوحة ألعاب مصممة خصيصًا
لتسريع الرسومات المضلعة ثلاثية الأبعاد.
اتبع آخرون حذوها وفي سباق التسلح للأروقة ، أصبحت الرسومات ثلاثية الأبعاد للأجهزة
وضع جذب بحكم الواقع.

Spanish: 
Three-dimensional games were clearly the future
but traditional computer architecture was not designed to fit.
Early accelerated cards like 3dfx's Voodoo unlocked CPU rendering limits,
and saw a bloom in the potential of 3D gaming.
Faster frame-rates. Higher resolutions. Better graphics than ever before.
Like so many visual firsts, the earliest hardware assistance for 3D games
can be found in the arcades.
2D tricks were old hat by the late 80's and so the 3D tech provided by Namco System 21 'Polygonizer'
was a no brainier.
It powered games like Winning Run and was the first arcade board specifically designed
to accelerate polygonal 3D graphics.
Others followed suit and in the arms race of the arcades, hardware 3D graphics would become
the de facto attract mode.

Chinese: 
类似的硬件也可以在家用主机上找到
超任上的 Super FX 芯片在第四代主机的后期出现
提供了更快的多边形渲染能力
而五代主机中，图形协处理器已经成为了标配
多边形渲染能力成为了热门，硬件必须跟上
当 3D 硬件卡来到了 PC 市场，它很快成为了游戏的必须配件
PC 的模块化设计帮助图形卡从一出现就成了主宰
像 DOOM 和雷霆之锤的出现也促使了 486 和奔腾系列 CPU 的销售
当现在能配合上一个专用的 GPU 后，无人可以与 PC 性能一较高下
FPS 游戏非常关心他们的图形性能
注：GLQuake 是基于雷霆之锤源码加入了 OpenGL 图形卡加速支持
比如游戏「GLQuake*」在 3D 加速的早期就提供了支持

Spanish: 
Similar hardware assistance found its way into the home consoles too.
The SNES's super fx chipset was a latecomer to the 4th gen
and provided faster polygon rendering.
By the 5th generation a graphical coprocesor was a must.
Polygons were hot and the hardware had to match.
Once 3D cards reached the PC market, they quickly became a must have accessory for gaming.
And the modular nature of PCs' has helped them to establish unchallenged graphical dominance since.
Games like DOOM and Quake pushed sales of powerful 486 and Pentium class CPUs'.
And when paired with a dedicated GPU, not much could touch the PCs' power.
It was FPS that garnered the most attention for their graphics,
with games like GLQuake giving early support for 3D acceleration.

English: 
Similar hardware assistance found its way into the home consoles too.
The SNES's super fx chipset was a latecomer to the 4th gen
and provided faster polygon rendering.
By the 5th generation a graphical coprocesor was a must.
Polygons were hot and the hardware had to match.
Once 3D cards reached the PC market, they quickly became a must have accessory for gaming.
And the modular nature of PCs' has helped them to establish unchallenged graphical dominance since.
Games like DOOM and Quake pushed sales of powerful 486 and Pentium class CPUs'.
And when paired with a dedicated GPU, not much could touch the PCs' power.
It was FPS that garnered the most attention for their graphics,
with games like GLQuake giving early support for 3D acceleration.

Portuguese: 
Sistemas de hardware similares acharam seu caminho nos consoles de mesa
O chipset SuperFX do SNES foi um participante do final da quarta geração
e fornecia uma renderização de polígonos mais rápida
Por volta da quinta geração, um coprocessador gráfico emergiu
polígonos eram pedras
E o hardware tinha que dar conta deles
Uma vez que as placas de 3D chegaram ao mercado
Elas rapidamente se tornaram um item indisponível para os jogos de PC
E a natureza modular dos PC's a ajudou a estabelecer uma dominância gráfica imbatível desde então
Jogos como Doom e Quake alavancaram as vendas de CPU's 486
E quando casada com uma poderosa placa de vídeo, nada poderia deter o poder do PC
Foram os FPS' que ganharam atenção pelos gráficos
com jogos como GLQuake que já tinha suporte para 3D Acceleration

Arabic: 
وجدت مساعدة الأجهزة المماثلة طريقها إلى لوحات المفاتيح المنزلية أيضا.
كانت شرائح FX fx الخاصة بـ SNES من أوائل المتسابقين في الجيل الرابع
وقدمت تجسيد المضلع أسرع.
من الجيل الخامس كان coprocesor رسومية أمر لا بد منه.
كانت المضلعات ساخنة وكان على الأجهزة أن تتطابق.
بمجرد وصول البطاقات الثلاثية الأبعاد إلى سوق أجهزة الكمبيوتر ، أصبحت بسرعة أداة ملحقة للألعاب.
وقد ساعدتهم الطبيعة المعيارية للحواسيب الشخصية على تأسيس هيمنة رسومية بلا منازع منذ ذلك الحين.
دفعت ألعاب مثل DOOM و Quake مبيعات وحدات المعالجة المركزية القوية من فئة 486 و Pentium.
وعند إقرانها بمعالج GPU مخصص ، لم يكن بإمكانها لمس طاقة أجهزة الكمبيوتر الشخصية.
كان FPS الذي حصل على أكبر قدر من الاهتمام لرسوماتهم ،
مع ألعاب مثل GLQuake تقدم دعمًا مبكرًا للتسريع ثلاثي الأبعاد.

English: 
By 1998 the first wave of shooters designed to take advantage of such hardware started to roll out.
And the first Unreal was certainly a headturner in its day.
With a silky smooth frame-rate, coloured lighting, detailed textures and level geometry,
Unreal and its engine would quickly become associated with cutting edge graphics.
Its technology would go on to power many other games.
More than just an impressive looking demo, Unreal would prove to be a powerful and portable platform.
idSoftware's tech behind Quake would see similar reuse, powering games like Half-Life amongst many others.
By the end of the millennium, the popularity of 3D accelerated cards was such that Quake III Arena
abandoned its support for software rendering entirely.
Any PC gamer without a 3D card at this point was left playing Solitaire.
FPS was the dominant genre during this explosion of 3D acceleration.
And this wouldn't change much in the future.

Chinese: 
到 1998 年，首批为这些硬件专门设计的射击游戏开始发售
「虚幻」初代在当时无疑是非常性感的
丝滑般流畅的帧率、炫彩的灯光、细腻的材质和多层次的几何
虚幻游戏和其引擎很快就突破了当时图形发展的顶峰
这项技术持续驱动了多款游戏
不只是一个令人影响深刻的技术演示，虚幻被证明成为一个强大且可移植的平台
注：Half-life 更常见的翻译是「半条命」，但游戏名称本义为半衰期
idSoftware 在雷霆之锤中的技术也类似地被复用了，产生了例如「半衰期*」
到世纪末的时候，3D 加速卡已变得非常普遍，以至于「雷霆之锤 III 竞技场」
直接完全移除了对软件渲染的支持
没有 3D 卡的电脑玩家此时只能玩系统自带的「纸牌」了
FPS 伴随着 3D 加速技术的爆炸式发展成为了主流题材
并且持续了很长一段时间

Arabic: 
بحلول عام 1998 ، بدأت الموجة الأولى من الرماة المصممة للاستفادة من هذه الأجهزة في الظهور.
والأول Unreal كان بالتأكيد headturner في يومه.
مع معدل إطار ناعم حريري ، والإضاءة الملونة ، والقوام التفصيلية وهندسة المستوى ،
ستصبح Unreal ومحركها مرتبطين بسرعة بالرسومات المتطورة.
ستستمر تقنيتها في تشغيل العديد من الألعاب الأخرى.
أكثر من مجرد عرض مثير للإعجاب ، فقد أثبتت Unreal أنها منصة قوية ومحمولة.
ستشهد تقنية idSoftware وراء Quake إعادة استخدام مماثلة ، حيث تعمل على توفير ألعاب مثل Half-Life وغيرها.
بحلول نهاية الألفية ، كانت شعبية البطاقات المتسارعة ثلاثية الأبعاد مثل Quake III Arena
تخلت عن دعمها لتقديم البرمجيات تماما.
تم ترك أي لاعب ألعاب بدون بطاقة ثلاثية الأبعاد في هذه المرحلة يلعب Solitaire.
كان FPS هو النوع السائد خلال هذا الانفجار للتسارع ثلاثي الأبعاد.
وهذا لن يتغير كثيرا في المستقبل.

Spanish: 
By 1998 the first wave of shooters designed to take advantage of such hardware started to roll out.
And the first Unreal was certainly a headturner in its day.
With a silky smooth frame-rate, coloured lighting, detailed textures and level geometry,
Unreal and its engine would quickly become associated with cutting edge graphics.
Its technology would go on to power many other games.
More than just an impressive looking demo, Unreal would prove to be a powerful and portable platform.
idSoftware's tech behind Quake would see similar reuse, powering games like Half-Life amongst many others.
By the end of the millennium, the popularity of 3D accelerated cards was such that Quake III Arena
abandoned its support for software rendering entirely.
Any PC gamer without a 3D card at this point was left playing Solitaire.
FPS was the dominant genre during this explosion of 3D acceleration.
And this wouldn't change much in the future.

Portuguese: 
Por volta de 1998 os primeiros jogos de tiro a se beneficiar dessa tecnologia começaram a surgir
E o primeiro Unreal foi certamente o centro das atenções na sua época
Com uma taxa de quadros agradável, luzes coloridas, texturas detalhadas e geometria de níveis
Unreal e sua engine rapidamente se tornaram sinônimo de gráficos de alto nível
Sua tecnologia viria a dar a luz a muitos outros jogos. E mais do que uma demonstração exuberante, Unreal
a Unreal se provou ser uma plataforma poderosa e versátil
A sua tecnologia moderna que trouxe Quake, foi comumente reusada, trazendo jogos como Half-Life
e muitos outros
Pelo fim do milênio, a popularidade das placas de itensificação tridimensional era tamanha
que Quake III Arena dispensou completamente o suporte de renderização por software
Qualquer jogador de PC que não tivesse uma placa gráfica a essa altura seria isolado e forçado a jogar
paciência
CONTINUAÇÃO EM PRIMEIRA PESSOA
O FPS era o gênero dominante ao longo dessa explosão da intensificação tridimensional
e a cena não mudaria muito no futuro

Spanish: 
The early 2000's brought with it a wave of follow up titles to the emergent franchises from the previous decade.
And in each instance they brought an expectation of superior visuals.
Sequels are also expected to raise the bar in terms of gameplay
and so some had quite a reputation to live up to.
Half-Life 2 was praised for its overarching style,
combining state of the art graphics with a bleak aesthetic,
and impressive - if overeager - demonstration of its physics capabilities.
Similarly, idSoftware had quite a task ahead when they stepped up to produce a sequel to the legendary DOOM.
DOOM III saw a radical departure from the brighter graphics of the original,
with the game fully embracing very dark environments.
The dim lightning did help ratchet up the atmosphere however,
and your reliance on a flashlight to carve out a narrow cone of vision
made for some tense moments during monstrous encounters.

Chinese: 
21 世纪初的游戏大多是之前游戏的续篇
并且这些作品都拥有了优秀的画面
续篇还提高了游戏的可玩性
所以不少游戏获得了良好的口碑
「半衰期 2」被高度赞誉
因为其优秀的艺术风格和荒凉的场景刻画
最重要的是其物理特效的展示
类似的，idSoftware 也忙于推出 DOOM 的续篇
「Doom III」不同于前作明亮的场景
游戏场景发生在非常黑暗的环境中
昏暗的灯光很好渲染了场景
可视范围受限于手电筒打出的狭窄的圆锥形区域
这使得与怪物的遭遇战变得紧张刺激

English: 
The early 2000's brought with it a wave of follow up titles to the emergent franchises from the previous decade.
And in each instance they brought an expectation of superior visuals.
Sequels are also expected to raise the bar in terms of gameplay
and so some had quite a reputation to live up to.
Half-Life 2 was praised for its overarching style,
combining state of the art graphics with a bleak aesthetic,
and impressive - if overeager - demonstration of its physics capabilities.
Similarly, idSoftware had quite a task ahead when they stepped up to produce a sequel to the legendary DOOM.
Doom III saw a radical departure from the brighter graphics of the original,
with the game fully embracing very dark environments.
The dim lightning did help ratchet up the atmosphere however,
and your reliance on a flashlight to carve out a narrow cone of vision
made for some tense moments during monstrous encounters.

Arabic: 
جلبت أوائل عام 2000 معها موجة من ألقاب المتابعة للامتيازات الناشئة من العقد السابق.
وفي كل حالة أحضروا توقعات من صور متفوقة.
ومن المتوقع أيضا أن تثير عواقب الشريط من حيث اللعب
وكان البعض يتمتع بسمعة طيبة للعيش.
أشاد Half-Life 2 بأسلوبه الشامل ،
الجمع بين أحدث الرسومات مع جمالية قاتمة ،
ومثيرة للإعجاب - إذا كانت مبالغة - في إظهار قدراتها الفيزيائية.
وبالمثل ، كان لدى idSoftware مهمة كبيرة عندما تصاعدت لإنتاج تكملة لـ DOOM الأسطوري.
رأى الموت الثالث خروجاً جذرياً عن الرسومات الأصلية المشرقة ،
مع اللعبة احتضان بيئات مظلمة تماما.
ساعد البرق الخافت في زيادة الأجواء ،
واعتمادك على مصباح يدوي لإخراج مخروط ضيق الرؤية
قدمت لبعض اللحظات المتوترة خلال لقاءات وحشية.

Portuguese: 
O começo dos anos 2000 trouxe consigo uma onda de continuações de títulos emergentes da década passada
e, em primeira instância, trouxeram também uma expectiva de gráficos superiores
Continuações também recebem a expectativa de romper os limites em termo de jogabilidade
e apenas alguns ganharam a reputação de conseguir fazê-lo
Half-life 2 foi elogiado pelo seu estilo de arte
combinando gráficos de última geração com uma estética gélida
e uma demonstração impressionante das suas capacidades de física
No mesmo barco, a id Software tinha um belo de um desafio a frente quando decidiram produzir
uma sequência para o lendário Doom
Doom 3 apresentou uma diferença drástica da aparência cintilante do seu antecedente
a passo que o jogo abraçou completamente os ambientes sombrios
A iluminação turva ajudou a construir a atmosfera do jogo, apesar de tudo
E a sua necessidade por uma lanterna para poder ver os objetos com clareza
proporcionava momentos tensos durante encontros com inimigos

Arabic: 
لقد كان خروجًا عن الأصل من حيث الأسلوب والمضمون ، وهي لعبة تركز على التكنولوجيا
التي احتضنت ميزات الجيل الجديد.
الإضاءة والتظليل الموحد وعالم مفصل مع الرسوم المتحركة أكثر تعقيدا.
ومع ذلك ، وسط كل هذه التكنولوجيا الجديدة ، تحولت بعض التقنيات التي لا معنى لها.
يبدو أن شعبية رماة الحرب العالمية الثانية خلال هذا الوقت تركت انطباعًا دائمًا.
أصبحت الأشكال البني الغامقة التي تستخدمها هذه الألعاب هي الاتجاه لفترة من الوقت ،
مع المطورين إلغاء تشبع الألوان كجزء من محاولة نحو الواقعية.
يمكن تتبع أصل الأسلوب إلى Quake ، حيث تضفي نغماته الفاتنة سحرًا صناعيًا على الطراز القوطي.
لكن النفور من الألوان الزاهية من شأنه أن يتخلل الألعاب في وقت لاحق في جميع الأنواع.
انعكس نهج أضيق الحدود من الظل العملاق في اختيار لوحة ،
مع نغمات مهزلة تكمل أسلوب اللعبة المقيد.
استخدامات أخرى أقل ملاءمة.

Portuguese: 
Era diferente do original tanto em estilo quanto em essência
um jogo focado em tecnologia que abraçava recursos da nova geração
Iluminação e sombreamento unificados e um mundo detalhado com animações complexas
Entretanto, com as novas e fantásticas tecnologias, algumas técnicas se tornaram clichês
MARROM
Parece que a popularidade dos jogos de tiro de segunda guerra daquela época deixou uma impressão forte
O uso voraz do marrom desses jogos se tornaram uma moda por um tempo
e os desenvolvedores começaram a dessaturar as cores para atingir um certo nível de realismo
A origem desse estilo pode ser creditada a Quake
com seus tons moderados invocando um charme industrial
Mas uma aversão às cores fortes viriam a permear os jogos de todos os gêneros
A abordagem minimalista de Shadow of the Colossus se refletiu na escolha de paleta do jogo
com tons moderados complementando o estilo sóbrio do jogo
Outras aplicações foram menos felizes

Spanish: 
It was a departure from the original both in style and substance, a tech focused game
which embraced new generation features.
Unified lighting and shadowing and a detailed world with more complex animations.
However, amidst all this new technology, some techniques turned stale.
It seems that the popularity of World War II shooters during this time left a lasting impression.
The gritty brown hues these games use became quite the trend for a while,
with developers de-saturating colours as part of an effort towards realism.
The origin of the style can be traced to Quake, with its subdued tones imparting a Gothic, industrial charm.
But an aversion to bright colours would later permeate games across all genres.
The minimalistic approach of Shadow of the Colossus was reflected in its palette choice,
with subdued tones complementing the game's restrained style.
Other uses are less fitting.

Chinese: 
这比起前作有着质的飞跃，这是一款技术驱动的游戏
充满了各种新时代的特性
统一的照明阴影系统以及细腻的世界刻画和更复杂的动画特效
然而，在这些新技术中，有些则不那么讨喜
二战题材的射击游戏在当时正持续火热
这些游戏使用的昏黄的色调在当时成为了主流
开发者减少色彩的混用来增加效果的真实性
这种风格最早可以追溯到「雷霆之锤」，这种色彩风格给人一种哥特式的魅力
但不用明亮色的特点很快影响了之后各种题材的游戏
像「汪达与巨像」之类的少数游戏将减少颜色混用的特点
应用到其自己的色板中，渲染出了游戏压抑的气氛
另一些游戏则不适合这种模式

English: 
It was a departure from the original both in style and substance, a tech focused game
which embraced new generation features.
Unified lighting and shadowing and a detailed world with more complex animations.
However, amidst all this new technology, some techniques turned stale.
It seems that the popularity of World War II shooters during this time left a lasting impression.
The gritty brown hues these games use became quite the trend for a while,
with developers de-saturating colours as part of an effort towards realism.
The origin of the style can be traced to Quake, with its subdued tones imparting a Gothic, industrial charm.
But an aversion to bright colours would later permeate games across all genres.
The minimalistic approach of Shadow of the Colossus was reflected in its palette choice,
with subdued tones complementing the game's restrained style.
Other uses are less fitting.

Portuguese: 
Os tons opacos de amarelo em Need for Speed: Most Wanted são bastante consistentes
Dando ao jogo uma certa aparência uniformizada mas arruinando a gama de cores no processo
Embora o uso constante de marrom foi ficando menos comum nos últimos anos
ainda existem algumas ocorrências
No final das contas, tons moderados são uma ótima escolha para ambientes pós-apocalípticos
Brilho
Marrom foi apenas uma das características dessa era
e era um contraponto a outro efeito ofuscante que estava mostrando seu brilho
Objetos brilhantes sangravam nos seus arredores enquanto eram vistos por uma perspectiva
cinematográfica lubrificada com vaselina
Esse feito visava fazer objetos brilhantes brilharem ainda mais
Um dos primeiros jogos a fazer uso desse estilo foi Ico
com sua luz macia que reforçava seu estilo naturalista
A técnica se tornou mais popular através de Tron 2.0, da Monolith
O neon brilhante era uma adição útil para emular eficientemente os efeitos que existiam no filme
A técnica que eles usaram foi detalhada em um artigo

Spanish: 
The dull yellow tones of Need for Speed: Most Wanted are consistent throughout
giving the game a certain unified look
but crushing the colour gamut in the process.
Although the excessive use of brown has abated slightly in recent years, it does still crop up.
Duller tones are a good fit for post apocalyptic settings after all.
Brown was but one trademark of this era,
and it was a common counterpart to another blinding effect in bloom:
bright objects bleed into their surroundings as though viewed through a cinematic lens smeared with vaseline.
The effect intended to make bright objects appear brighter.
One of the first games to make use of this style was Ico,
with its soft lightning reinforcing a naturalistic style.
The technique became more popular in the wake of Monolith's Tron 2.0.
The neon white glow, a fitting addition to emulate the original film's visuals.
The techniques they used were detailed in an article,

Chinese: 
「极品飞车：最高通缉」全程由屎黄色的色调贯穿
确实给游戏一种统一的视觉感官
但也是游戏色域变得非常奇怪
虽然过重的使用棕黄色的情况近几年以越来越少，但仍会出现
暗色也确实很适合废土题材的游戏主题
棕色的画面是这个时代的标志
另一个当时非常重要的特效则是「光晕」
明亮的物体的光晕染进周围的物体像是电影镜头抹上凡士林的效果
这种效果让亮的物体看起来更亮
「ICO」是最早使用这项技术的游戏之一
柔和的光线增加了场景的写实感
这项技术随着 Monolith 的 「Tron 2.0」变得为更多人所知
白色霓虹灯似的效果，恰当还原了电影本身的视觉效果
这项技术当时只被一些特殊题材的游戏使用

Arabic: 
نغمات صفراء مملة من Need for Speed: معظم المطلوبين متناسقة طوال الوقت
إعطاء اللعبة نظرة موحدة معينة
ولكن سحق التدرج اللوني في هذه العملية.
على الرغم من أن الاستخدام المفرط للون البني قد خفت حدته قليلاً في السنوات الأخيرة ، إلا أنه لا يزال ينمو.
نغمات ممل هي مناسبة جيدة لإعدادات نهاية العالم بعد كل شيء.
لم يكن براون سوى علامة تجارية واحدة في هذا العصر ،
وكان نظير مشترك لآخر المسببة للعمى في ازهر:
أشياء مشرقة تنزف في محيطها كما لو كانت تُرى من خلال عدسة سينمائية لطخت الفازلين.
التأثير المقصود لجعل الأجسام الساطعة تبدو أكثر إشراقًا.
واحدة من الألعاب الأولى التي استخدمت هذا النمط كانت Ico ،
مع البرق الناعم يعزز أسلوب طبيعي.
أصبحت هذه التقنية أكثر شعبية في أعقاب Monolith's Tron 2.0.
الوهج الأبيض النيون ، إضافة مناسبة لمحاكاة صور الفيلم الأصلي.
كانت التقنيات التي استخدموها مفصلة في مقال ،

English: 
The dull yellow tones of Need for Speed: Most Wanted are consistent throughout
giving the game a certain unified look
but crushing the colour gamut in the process.
Although the excessive use of brown has abated slightly in recent years, it does still crop up.
Duller tones are a good fit for post apocalyptic settings after all.
Brown was but one trademark of this era,
and it was a common counterpart to another blinding effect in bloom:
bright objects bleed into their surroundings as though viewed through a cinematic lens smeared with vaseline.
The effect intended to make bright objects appear brighter.
One of the first games to make use of this style was Ico,
with its soft lightning reinforcing a naturalistic style.
The technique became more popular in the wake of Monolith's Tron 2.0.
The neon white glow, a fitting addition to emulate the original film's visuals.
The techniques they used were detailed in an article,

English: 
and since then the effect has found its way into many other titles.
Overdone bloom is a common criticism levied at games of this era.
It can be a convincing effect when subtle but, when presented with a novel tool,
developers are not always known for their restraint.
More recently, the effect has been tuned down. And can help an otherwise flat looking scene
by simulating the higher dynamic range of natural light.
Or by adding a touch of cyber-punk inspired neon flare.
While dull tones and cinematic effects are both intended to inject realism into games,
some took a more stylised approach instead.
Cel shading is the deliberate use of flat colour and inked outlines to give 3D images a cartoon-like appearance.
Early titles, like Jet Set Radio, embraced the style and catapulted it into prominence.

Portuguese: 
e mais cedo o efeito estaria presente em muitos outros títulos posteriores
Ao longo do tempo, o uso do brilho sofreu duras críticas durante essa era
Ele pode ser um efeito convincente quando sutil
Mas ele foi apresentado como uma ferramenta nova, e os desenvolvedores não são conhecidos
por se conter diante delas
Mais recentemente, o efeito foi menos usado
mas ainda sim é útil em cenas de campo plano
ao assimilar o grande alcance da iluminação dinâmica
ou para dar um toque cyber-punk com luzes neon
CEL SHADING
Enquanto tons moderados e efeitos cinematográficos dão um efeito realista aos jogos
alguns deles escolheram um caminho mais estilizado
Cel Shading é o uso deliberado de cores lisas e linhas angulares
para dar uma aparência cartunesca a imagens 3D
Alguns títulos como Jet Set Radio adotaram o estilo e o catapultou em direção a notoriedade

Spanish: 
and since then the effect has found its way into many other titles.
Overdone bloom is a common criticism levied at games of this era.
It can be a convincing effect when subtle but, when presented with a novel tool,
developers are not always known for their restraint.
More recently, the effect has been tuned down. And can help an otherwise flat looking scene
by simulating the higher dynamic range of natural light.
Or by adding a touch of cyber-punk inspired neon flare.
While dull tones and cinematic effects are both intended to inject realism into games,
some took a more stylised approach instead.
Cel shading is the deliberate use of flat colour and inked outlines to give 3D images a cartoon-like appearance.
Early titles, like Jet Set Radio, embraced the style and catapulted it into prominence.

Chinese: 
但很快人们就大量在各种题材中使用这一效果
过量的光晕是对当时游戏的常见批评
合理使用光晕确实是很好的，但当这项技术还很新奇时
开发者并不总能控制好使用它的程度
近几年，人们已不再使用这项技术。但当为了更朴实的场景
模拟自然光线的高动态范围时
或者加入赛博朋克式的手电筒光源时还会使用光晕
枯燥的颜色和电影式的特效都是为了增加游戏的真实性
而另一些则尝试使用风格化的画面
「卡通渲染」是一种通过平面着色和浓墨轮廓来让 3D 图形卡通化
早期的一些游戏，比如「Jet Set Radio」，因为开创了这一效果而闻名

Arabic: 
ومنذ ذلك الحين وجد التأثير طريقه إلى العديد من الألقاب الأخرى.
بلوم مبالغ فيها هو انتقاد شائع يفرض على ألعاب هذا العصر.
يمكن أن يكون تأثيرًا مقنعًا عندما يكون دقيقًا ، ولكن عندما يتم تقديمه بأداة جديدة ،
المطورين غير معروفين دائمًا بضبط النفس.
في الآونة الأخيرة ، تم ضبط التأثير. ويمكن أن تساعد المشهد يبحث خلاف ذلك
عن طريق محاكاة مجموعة ديناميكية أعلى من الضوء الطبيعي.
أو عن طريق إضافة لمسة من إضاءة النيون المستوحاة من الإنترنت.
في حين تهدف النغمات المملة والآثار السينمائية إلى ضخ الواقعية في الألعاب ،
اتخذ البعض نهجا أكثر أسلوبا بدلا من ذلك.
تظليل Cel هو الاستخدام المتعمد للون المسطح والمخطط التفصيلي المحبر لإعطاء الصور ثلاثية الأبعاد مظهرًا يشبه الكارتون.
احتضنت الألقاب المبكرة ، مثل Jet Set Radio ، الأسلوب وجعلته يبرز.

Portuguese: 
E serviu como um aviso prazeroso de que nem todo jogo deve se focar em reproduzir a realidade
O estilo pode ser conceitual, entretanto
O visual de The Legend of Zelda: Wind Waker é estupendo
Mas o jogo é ofuscado por seu antecessor muito mais famoso Ocarina of Time
que é às vezes atrubuído ao estilo cartunesco
Isso marca uma mudança deliberada de foco centrado em uma estética mais coesa
No lugar de gráficos foto realistas
Isso era disruptivo naquela época em que, todo jogo que era lançado deveria superar os padrões gráficos
E uma percepção importante já que os orçamentos dos jogos subiam exponencialmente
O meio da década milenar
Marca o início da sétima geração de consoles
E também marca a chegada da era contemporânea
A tecnologia 3D estava madura e o hardware mais poderoso que nunca
Então, qual será o próximo passo?
Uma nova geração havia chegado

Arabic: 
وكان بمثابة تذكير لطيف أنه ليس كل لعبة يجب أن تلتزم على مضض الواقع.
يمكن أن يكون النمط مثيرًا للخلاف
أسطورة زيلدا: صور المستيقظ من الرياح مدهشة
ولكن طغت مبيعات اللعبة من قبل Ocarina of Time الأكثر نجاحًا ،
حقيقة تنسب أحيانا إلى نمط الرسوم المتحركة.
إنه يمثل تحولًا متعمدًا في التركيز نحو جمالية أكثر تماسكًا بدلاً من الواقعية الضوئية.
كان هذا خروجًا عن الوقت الذي كان من المتوقع أن تحقق فيه كل لعبة جديدة تقدمًا كبيرًا في المرئيات ،
إدراك مهم لأن ميزانيات ألعاب الفيديو تتصاعد باستمرار.
بشرت منتصف العقد الألفي ببداية الجيل السابع من الكونسول
ويمثل وصولنا في عصر معاصر.
التكنولوجيا ثلاثية الأبعاد كانت ناضجة ، والأجهزة أكثر قوة من أي وقت مضى.
إذن، أين نذهب من هنا؟
لقد وصل جيل جديد.

Chinese: 
它给人们一个提醒，并非每个游戏都是要追求真实的画面
这种效果有时也会引发分歧
「塞尔达传说：风之杖」显然也使用了卡通渲染
但游戏销量与前作「时之笛」相比较，并不很成功
原因有时被归咎于其卡通风格
但也标识着人们对整体画面表现风格更加重视了，而不仅仅是真实感
这离那个每个新游戏都大幅推动图形发展的时代已经过去很久了
而电子游戏的开发预算仍在不断提高
到 2005 年前后，我们迎来了第七代家用游戏主机
我们已经一步步了解到了现代
3D 技术已经是很自然的事了，机能也越发强劲
所以，我们将何去何从？
一个新时代已经来临

English: 
And it served as a pleasant reminder that not every game has to grudgingly adhere to reality.
The style can be divisive however,
The Legend Of Zelda: The wind waker's visuals are striking
but the game sales are overshadowed by the much more successful Ocarina of Time,
a fact sometimes attributed to the cartoon style.
It marks a deliberate shift in focus towards a more cohesive aesthetic instead of photo-realism.
This was a departure from a time when every new game was expected to make a majorly forward in visuals,
an important realisation as video game budgets spiral ever upwards.
The middle of the millennial decade ushered in the start of the 7th console generation
and marks our arrival in a contemporary era.
3D technology was mature, and hardware more powerful than ever.
So, where do we go from here?
A new generation had arrived.

Spanish: 
And it served as a pleasant reminder that not every game has to grudgingly adhere to reality.
The style can be divisive however,
The Legend Of Zelda: The wind waker's visuals are striking
but the game sales are overshadowed by the much more successful Ocarina of Time,
a fact sometimes attributed to the cartoon style.
It marks a deliberate shift in focus towards a more cohesive aesthetic instead of photo-realism.
This was a departure from a time when every new game was expected to make a majorly forward in visuals,
an important realisation as video game budgets spiral ever upwards.
The middle of the millennial decade ushered in the start of the 7th console generation
and marks our arrival in a contemporary era.
3D technology was mature, and hardware more powerful than ever.
So, where do we go from here?
A new generation had arrived.

Arabic: 
كان المستقبل هنا.
وكان المستقبل كريسيس.
اشتهر Crytek بالفعل بدفع الحدود باستخدام لقبه السابق ، FarCry.
يوفر محيطها الاستوائي الخصب واللعب المفتوح نفاذاً للتكنولوجيا الرائعة التي تلمع:
مسافات سحب ضخمة ، أوراق الشجر مفصلة ومستويات توسعية.
احتفظت Ubisoft بملكية امتياز FarCry وهكذا شرعت Crytek في زيادة الحدود التقنية
مع IP الجديد.
يعكس Crysis لعبة FarCry بإعدادها الجزري واللعب المفتوح.
ولكن هذه المرة جاءت مع إضافة التخصيص سلاح ،
بدلة نانوية ، وقدرتها الشبيهة بالحيوانات المفترسة على ارتداء عباءة.
كانت اللعبة أيضا جيدة المظهر يبعث على السخرية.
لقد أكدت مرة أخرى على الهيمنة الرسومية لأجهزة الكمبيوتر الشخصية وأحرجت لوحات المفاتيح رقم 7 الجديدة التي تحاك من جديد.

Portuguese: 
o futuro é agora
e o futuro é Crisis
A Crytek já era famosa por quebrar os limites pelo seu último título Far Cry
Sua ambientação luxuosa e jogabilidade livre, ofereceu a alavanca para aquela tecnologia impressionante brilhar
Uma enorme área de renderização, folhagem detalhada e níveis gigantes
A Ubisoft comprou os direitos da Propriedade Intelectual (PI) de Far Cry
Então a Crytek teve que quebrar as barreiras gráficas com uma nova PI
Crisis se espelha em Far Cry quando se trata da ambientação tropical e jogabilidade livre
Mas dessa vez, tinha a adição de customização de armas, nanotraje
e sua habilidade de camuflagem parecida com a do Predador
O jogo também era ridiculamente bonito
Garantiu mais uma vez a superioridade gráfica do PC
e humilhou os recém nascidos consoles da sétima geração

Spanish: 
The future was here.
And the future was Crysis.
Crytek were already known for pushing boundaries with their previous title, FarCry.
Its lush tropical setting and open ended gameplay provided leverage for the impressive tech to shine:
huge draw distances, detailed foliage and expansive levels.
Ubisoft retained ownership of the FarCry franchise and so Crytek set out to push technical limits further
with a new i.p.
Crysis mirrors FarCry with its island setting and open ended gameplay.
But this time came with the addition of weapon customisation,
a nano-suit, and its predator-like ability to cloak.
The game was also ridiculously good looking.
It asserted the PCs' graphical dominance once more and embarrassed the newly hatched gen 7 consoles.

Chinese: 
未来就是现在
注：「危机」一词与游戏「孤岛危机」发音相同
而未来是危机*
Crytek 公司之前通过「孤岛惊魂」突破了当时的图形水平
茂密的植被系统、开放的世界系统、极高的可视距离和多样的关卡设计
极大地影响了当时的技术
可是育碧公司掌握了「孤岛惊魂」名字的版权，所以 Crytek 公司
需要一个新的 IP
「孤岛危机」从「孤岛惊魂」中继承了岛屿的设定和开放世界
但加入了武器自定义系统
纳米装甲和光学迷彩
游戏的画面水平也出奇的好
它触及了当时 PC 图形的极限机能，且无法在刚发行的 7 代主机上运行

English: 
The future was here.
And the future was Crysis.
Crytek were already known for pushing boundaries with their previous title, FarCry.
Its lush tropical setting and open ended gameplay provided leverage for the impressive tech to shine:
huge draw distances, detailed foliage and expansive levels.
Ubisoft retained ownership of the FarCry franchise and so Crytek set out to push technical limits further
with a new IP.
Crysis mirrors FarCry with its island setting and open ended gameplay.
But this time came with the addition of weapon customisation,
a nano-suit, and its predator-like ability to cloak.
The game was also ridiculously good looking.
It asserted the PCs' graphical dominance once more and embarrassed the newly hatched gen 7 consoles.

Portuguese: 
E ainda assim, alguns ousaram em imitar
A sua necessidade por uma máquina de alta potência fez com que o jogo virasse parte de um slogan
"Ouvi dizer que saiu um novo computador muito poderoso. Mas ele consegue rodar Crisis?"
Talvez esse tenha sido um fator limitador do sucesso do jogo
Por que arriscar o investimento se há dúvidas sobre se o hardware vai ou não rodar?
A linha fica mais tênue conforme se aproximava do limite
E expandir as barreiras gráficas não necessariamente te dá evidência
No lugar disso, foram os recursos dos jogos casuais que lideraram com força essa era
O Wii não era impressionante visto de uma perspectiva gráfica
Mas todos queriam um em casa mesmo assim
Até no meio do mercado de jogadores hardcore, franquias como Guitar Hero e Rock Band
Provaram ser muito lucrativas
Uma semente de dúvida

English: 
And yet few would follow in imitation.
Its need for a particularly powerful machine led to the game becoming a standard punchline
for hardware requirements.
News by new supercomputer is all very well and good, but can it run Crysis?
Perhaps this was a limiting factor in the game's success.
Why risk the investment when there are doubts as to how well it might run?
The market gets narrower as you get closer to the bleeding edge
and pushing forward graphical technology won't always pay dividends.
Instead, it was the gimmicks of casual gaming that led the charts during this era.
The Wii wasn't impressive from a graphical perspective
but everyone wanted one anyway.
Even amidst the core gamer market, franchises like Guitar Hero and Rock Band
would prove to be particularly lucrative.
A seed of doubt.

Chinese: 
很少有公司会做出如此冒险的尝试
游戏对硬件要求过于苛刻，以至于变成了
跑分软件
注：国内用户也常称「孤岛危机」为「显卡危机」
哇，这台电脑看起来很棒，能跑「孤岛危机」吗？
恐怕这也影响了游戏走向成功
为什么要花钱买一个不知道能不能运行起来的游戏呢？
游戏越极端市场越狭窄
推动游戏的图形技术发展并不代表能赚钱
反而，这时代很多休闲游戏赚得盆满钵满
Wii 游戏机的图形机能很不怎么样
但每个人都想买一台
一些面向核心游戏玩家的游戏，比如「吉他英雄」和「摇滚乐团」
也最后成功挣了不少钱
这不由让人怀疑

Spanish: 
And yet few would follow in imitation.
Its need for a particularly powerful machine led to the game becoming a standard punchline
for hardware requirements.
News by new supercomputer is all very well and good, but can it run Crysis?
Perhaps this was a limiting factor in the game's success.
Why risk the investment when there are doubts as to how well it might run?
The market gets narrower as you get closer to the bleeding edge
and pushing forward graphical technology won't always pay dividends.
Instead, it was the gimmicks of casual gaming that led the charts during this era.
The Wii wasn't impressive from a graphical perspective
but everyone wanted one anyway.
Even amidst the core gamer market, franchises like Guitar Hero and Rock Band
would prove to be particularly lucrative.
A seed of doubt.

Arabic: 
وبعد قليل سوف تتبع في التقليد.
حاجتها لآلة قوية بشكل خاص أدت إلى أن تصبح لعبة punchline القياسية
لمتطلبات الأجهزة.
الأخبار من كمبيوتر عملاق جديد كل شيء جيد وجيد ، ولكن هل يمكن تشغيل Crysis؟
ربما كان هذا عاملاً مقيدًا في نجاح اللعبة.
لماذا المخاطرة الاستثمار عندما يكون هناك شكوك حول مدى قد تعمل بشكل جيد؟
يصبح السوق أضيق كلما اقتربت من حافة النزيف
ودفع التكنولوجيا الرسومية إلى الأمام لن يدفع دائمًا الأرباح.
بدلاً من ذلك ، كانت حيل الألعاب غير الرسمية هي التي قادت المخططات خلال هذا العصر.
لم تكن Wii مثيرة للإعجاب من منظور بياني
ولكن الجميع أراد واحد على أي حال.
حتى وسط سوق الألعاب الأساسية ، فإن امتيازات مثل Guitar Hero و Rock Band
سيثبت أن تكون مربحة للغاية.
بذرة الشك.

Chinese: 
可能最重要的根本就不是图像
近年来独立游戏的兴起也印证了这一观点
他们过低的预算使他们不可能做出一款 3A 大作
有些游戏故意用一些过时的图形技术
唤起人们的怀旧记忆
注：Commodore64 是 1982 年发售的个人电脑，因其价格低廉，在欧美市场极具影响力
「VVVVVV」的图像受到 Commodore64 主机的严重影响
使用了和旧机器一样的精灵大小和调色板尺寸
完全用不上新机器的可怕技能
虽然走过了那么多里程碑，独立游戏并不在乎走回去
一些游戏甚至连颜色都不要了
黑白显示帮助「地狱边境」渲染了恐怖的氛围

Portuguese: 
Talvez os gráficos não sejam tão importantes no final das contas
CENA INDIE
O levante dos jogos independentes nos últimos anos é prova concreta
E o seu orçamento menor os possibilita de sair das convenções dos AAA (jogos com produção cara)
Alguns jogos lembram intencionalmente eras remotas
Desenhados de uma rica história de gráficos
Uma paleta de estilos coberta por nostalgia
A arte de VVVVVV  é fortemente influenciada pelo Commodore 64, por exemplo
Se prendendo ao mesmo tamanho de sprites e limitação de cores do hardware clássico
mesmo com a capacidade das máquinas modernas
Mesmo com todos os marcos passados, os jogos independentes não tem medo de regressar
Com alguns jogos dispensando convenções básicas, como a cor
A completa descolorização de Limbo ajuda a construir sua atmosfera macabra
Silhuetas escuras, moldando um teatro de sombras

Arabic: 
ربما الرسومات ليست بهذه الأهمية بعد كل شيء.
صعود الألعاب إيندي في السنوات الأخيرة هو دليل آخر.
وميزانياتها المنخفضة تعني قدرة مبشرة على الانحراف عن معايير AAA.
تثير بعض الألعاب عن عمد حقبة ماضية ، مستمدة من تاريخ غني من الرسومات.
لوحة من الأنماط الغارقة في الحنين إلى الماضي.
تتأثر صور VVVVVV بشدة بالكومودور 64 ، على سبيل المثال.
التمسك بنفس حجم العفريت والقيود لوحة من الأجهزة الكلاسيكية ،
على الرغم من قدرات الآلات المعاصرة.
على الرغم من كل الإنجازات التي تحققت ، فإن ألعاب إيندي لا تخاف من التراجع.
مع بعض الألعاب حتى تتجنب الراحة الأساسية مثل اللون.
يساعد النسيان اللاإرادي المشبع تمامًا في صياغة نغمة اللعبة القاتمة.

English: 
Perhaps graphics aren't that important after all.
The rise of indie games in recent years is further evidence.
And their lower budgets mean a grater ability to deviate from AAA norms.
Some games purposefully evoke a bygone era, drawing from a rich history of graphics.
A palette of styles steeped in nostalgia.
VVVVVV's visuals are heavily influenced by the Commodore64, for instance.
Sticking to the same sprite size and palette limitations of the classic hardware,
despite the abilities of contemporary machines.
For all the milestones passed, indie games are not afraid to regress.
With some games even eschewing basic convenience such as colour.
The completely de-saturated Limbo does help craft the game's gloomy tone.

Spanish: 
Perhaps graphics aren't that important after all.
The rise of indie games in recent years is further evidence.
And their lower budgets mean a grater ability to deviate from AAA norms.
Some games purposefully evoke a bygone era, drawing from a rich history of graphics.
A palette of styles steeped in nostalgia.
VVVVVV's visuals are heavily influenced by the Commodore64, for instance.
Sticking to the same sprite size and palette limitations of the classic hardware,
despite the abilities of contemporary machines.
For all the milestones passed, indie games are not afraid to regress.
With some games even eschewing basic convenience such as colour.
The completely de-saturated Limbo does help craft the game's gloomy tone.

Chinese: 
黑色的轮廓被阴影笼罩，让人不自然地感受到恐怖的死亡气氛
另一面，过去的卡通角色在很多人心中扮演者重要的地位
所以诸如「超级肉食男孩」之类的经典角色改变的游戏的成功也不让人意外
以此标题命名的游戏并非只是经典重置
还带来了很多现代的游戏设计
有时应用到了一些现代机器才有的技术
比如「时空幻境」中的时间回溯效果，和「菲斯」中 3D 的几何变化
许多独立游戏也在尝试真实的画面风格
但也有一些在更自由地探索新的审美点
通过其特别的画面效果来凸显其游戏风格
「Minecraft」中的方块世界和低像素材质
正表现着游戏的独特特性

English: 
Dark silhouettes reminiscent of shadow theatre. An uneasy audience witness to grisly death.
One the brighter side, the cartoon heroes of yesteryear hold a very dear place in many hearts.
And its easy to see the influence of classic platformers in games like Super Meat Boy.
Titles like this are not simple retro-remakes, however.
They bring with them a more modern sense of game design,
and sometimes a twist of modern mechanics,
the time warping effects in Braid, for instance, or the dimensional geometry bending seen in Fez.
There are plenty of indie games with realistic graphics,
but a freer license to explore aesthetic without expectation
has seen some games forge a unique identity through their appearance.
The ‘blocky’ terrain and low resolution textures of Minecraft
are one of the game's more distinctive features.

Spanish: 
Dark silhouettes reminiscent of shadow theatre. An uneasy audience witness to grisly death.
One the brighter side, the cartoon heroes of yesteryear hold a very dear place in many hearts.
And its easy to see the influence of classic platformers in games like Super Meat Boy.
Titles like this are not simple retro-remakes, however.
They bring with them a more modern sense of game design,
and sometimes a twist of modern mechanics,
the time warping effects in Braid, for instance, or the dimensional geometry bending seen in Fez.
There are plenty of indie games with realistic graphics,
but a freer license to explore aesthetic without expectation
has seen some games forge a unique identity through their appearance.
The ‘blocky’ terrain and low resolution textures of Minecraft
are one of the game's more distinctive features.

Portuguese: 
E uma plateia ansiosa, testemunha de mortes brutais
Olhando o lado bom, os heróis cartunescos de outrora ocupam um lugar quente em muitos corações
E é fácil enxergar a influência de jogos de plataformas antigos em Super Meat Boy
Títulos como esse não são apenas remakes (recriações) retro (saudosas)
Eles carregam consigo uma noção mais moderna de design de jogos
E às vezes uma releitura de mecânicas modernas
A mecânica de distorção temporal em Braid, por exemplo
Ou a manipulação geométrica de dimensões vista em Fez
Existem muitos jogos independentes com gráficos realistas
mas uma licença gratuita para explorar a estética sem expectativas
fez com que alguns jogos moldassem um visual único através de sua arte
Os terrenos quadrados e resolução baixa de minecraft
são algumas das características mais reconhecíveis do jogo
O estilo simples te joga em uma calmaria retro

Arabic: 
الصور الظلية المظلمة تذكرنا مسرح الظل. جمهور غير مستقر شاهد على الموت المروع.
أحد الجوانب الأكثر إشراقًا ، أبطال الرسوم المتحركة في الأمس يحتلون مكانًا عزيزًا للغاية في العديد من القلوب.
ومن السهل أن نرى تأثير منصات الألعاب الكلاسيكية في ألعاب مثل Super Meat Boy.
مثل هذه العناوين ليست بسيطة يعيد الرجعية ، ولكن.
يجلبون معهم شعور أكثر حداثة من تصميم اللعبة ،
وأحيانا تطور من الميكانيكا الحديثة ،
آثار تزييف الوقت في Braid ، على سبيل المثال ، أو الانحناء الهندسي الأبعاد الذي شوهد في فاس.
هناك الكثير من الألعاب المستقلة ذات الرسومات الواقعية ،
لكن رخصة أكثر حرية لاستكشاف الجمالية دون توقع
شهدت بعض الألعاب صياغة هوية فريدة من نوعها من خلال مظهرها.
التضاريس 'ممتلئة' والقوام دقة منخفضة من ماين كرافت
هي واحدة من أكثر ميزات اللعبة تميزا.

Chinese: 
简单的画面表现着复古美，但开放的世界、多人社交游戏
和无尽创造力的可能性这些都是现代游戏才有的功能
游戏完美连接了过去和现在的游戏特性
结果就是「Minecraft」的品牌轰动性地成功
当你考虑「Minecraft」的成功原因是，似乎在诉说着
游戏图形或许根本不重要
然而，
还是有不少人喜欢真实的游戏画面的
不看独立游戏的话，「孤岛危机」游戏发售后的 7 年里画质仍在不断进步
虽然他们都用了同样的硬件，但优化的重要性凸现了出来
像 Xbox360 和 PS3 这样的主机在其生命周期中每一滴性能都被榨干
注：也有译作「美国末日」
主机末期的一些游戏，比如 PS3 上的「最后的生还者*」
其画面与主机发售初期的游戏画面天差地别

Arabic: 
The simple style plays into a retro-cool but the expansive worlds, social multiplayer
and limitless potential for creativity are very much based on modern innovations.
It's the perfect junction between old and new.
And as a result, with impressively broad appeal.
When you consider its success, Minecraft serves as very strong support
for the argument that graphics don't matter.
However,
those enamoured with photo-realism, fret not.
Despite all this indie nonsense, we have made some progress in the seven years since Crysis.
If there's one thing the fixed hardware of consoles is good for, it's optimisation.
The Xbox360 and PS3 have had every drop of potential squeezed out of them over their lifespan.
The culmination of a generation led to games like The Last of Us, for the PS3,
with graphics far beyond anything from the first half of the systems' existence.

English: 
The simple style plays into a retro-cool but the expansive worlds, social multiplayer
and limitless potential for creativity are very much based on modern innovations.
It's the perfect junction between old and new.
And as a result, with impressively broad appeal.
When you consider its success, Minecraft serves as very strong support
for the argument that graphics don't matter.
However,
those enamoured with photo-realism, fret not.
Despite all this indie nonsense, we have made some progress in the seven years since Crysis.
If there's one thing the fixed hardware of consoles is good for, it's optimisation.
The Xbox360 and PS3 have had every drop of potential squeezed out of them over their lifespan.
The culmination of a generation led to games like The Last of Us, for the PS3,
with graphics far beyond anything from the first half of the systems' existence.

Portuguese: 
Mas os mundos expansíveis, modo multijogador e potencial ilimitado de criatividade
são muito inspirados em inovações modernas
É a junção perfeita entre velho e novo
E como resultado, um impressionante e amplo apelo
Quando você considera o sucesso, Minecraft serve como um argumento muito forte de que
Gráficos não importam
DE VOLTA A REALIDADE
Entretanto, para aqueles fascinados com foto realismo, não temam
Apesar de toda essa bobagem independente, fizemos alguns avanços nesses sete anos desde Crisis
Se existe algo em que os hardwares dos consoles são bons, é em otimização
O Xbox 360 e o PS3 tiveram todo a gota de potencial espremida ao longo de sua vida útil
A combinação de gerações deixou jogos como The Last of Us no PS3
Com gráficos muito além de tudo que foi lançado na primeira metade da existência do console

Spanish: 
The simple style plays into a retro-cool but the expansive worlds, social multiplayer
and limitless potential for creativity are very much based on modern innovations.
It's the perfect junction between old and new.
And as a result, with impressively broad appeal.
When you consider its success, Minecraft serves as very strong support
for the argument that graphics don't matter.
However,
those enamoured with photo-realism, fret not.
Despite all this indie nonsense, we have made some progress in the seven years since Crysis.
If there's one thing the fixed hardware of consoles is good for, it's optimisation.
The Xbox360 and PS3 have had every drop of potential squeezed out of them over their lifespan.
The culmination of a generation led to games like The Last of Us, for the PS3,
with graphics far beyond anything from the first half of the systems' existence.

Spanish: 
Similarly, the open world of GTAV is hugely impressive in scope considering the limited resources available.
Titles like these stretch the modest abilities of 8 year old hardware to its limit.
But on the other hand PCs' boast unrestrained power
and such potential shines in games designed to take advantage of top tier hardware.
After all, why bother having a gaming PC if all you're gonna play are console ports. (Say WHAT?!)
Pure bred PC games like ARMA can indulge in detailed graphics and expansive open worlds
safe in the knowledge that the game won't have to endure any compromise.
The later Crysis sequels did make their way onto the consoles
but the game remains at home, on the hardware that best does it justice.
The power of the PC is a much touted thing,
and while the average spec is more modest than some might admit,

Chinese: 
类似地，「侠盗猎车手 5」因其在非常有限的硬件资源上做到了可怕的开放世界而闻名
这些游戏证明了这台 8 年前的机器的极限究竟在哪里
然而依靠 PC 不断进化的机能
一些游戏选择依靠硬件配置来提高画面表现
但如果你要玩的游戏都能在主机上玩到，为什么还要买个游戏电脑呢？
但例如「武装突袭」精致的画面和开阔的世界只能在极高配置的 PC 上才能运行
这些游戏没有对画面做出任何妥协
最新一代的「孤岛危机」最终决定登陆主机平台
但在更好的硬件上，游戏能表现得更出色
高性能的 PC 很贵
所以大多数的 PC 主机其实性能并不怎么好

Arabic: 
Similarly, the open world of GTAV is hugely impressive in scope considering the limited resources available.
Titles like these stretch the modest abilities of 8 year old hardware to its limit.
But on the other hand PCs' boast unrestrained power
and such potential shines in games designed to take advantage of top tier hardware.
After all, why bother having a gaming PC if all you're gonna play are console ports.
Pure bred PC games like ARMA can indulge in detailed graphics and expansive open worlds
safe in the knowledge that the game won't have to endure any compromise.
The later Crysis sequels did make their way onto the consoles
but the game remains at home, on the hardware that best does it justice.
The power of the PC is a much touted thing,
and while the average spec is more modest than some might admit,

Portuguese: 
Similarmente, o mundo de Grand Theft Auto V é altamente impressionante e escopo
se você for considerar os recursos limitados disponíveis
Títulos como esse levam as habilidades de um hardware de oito anos ao seu limite
Mas pelo outro lado, PC's ostentam poder ilimitado
e tal potencial é notado em jogos feitos para se aproveitar de hardwares mais avançados
Mas afinal de contas, por que eu iria querer jogar no PC, se tudo que você irá jogar são portes de console?
Jogos exclusivos de PC como Arma podem investir em gráficos invejáveis e mundos colossais
sem a preocupação de que o jogo pode perder performance
As continuações de Crysis conseguiram sair para os consoles, mas o jogo
é nativo do hardware que o mais faz jus
O poder do PC é coisa de outro nível
Apesar da média de configuração ser mais modesta do que as pessoas costumam admitir

English: 
Similarly, the open world of GTAV is hugely impressive in scope considering the limited resources available.
Titles like these stretch the modest abilities of 8 year old hardware to its limit.
But on the other hand PCs' boast unrestrained power
and such potential shines in games designed to take advantage of top tier hardware.
After all, why bother having a gaming PC if all you're gonna play are console ports.
Pure bred PC games like ARMA can indulge in detailed graphics and expansive open worlds
safe in the knowledge that the game won't have to endure any compromise.
The later Crysis sequels did make their way onto the consoles
but the game remains at home, on the hardware that best does it justice.
The power of the PC is a much touted thing,
and while the average spec is more modest than some might admit,

Arabic: 
for the enthusiasts tier, a world of blistering graphics awaits.
And if the base standard of commercial offerings fails to impress, well, there's always the option of mods.
With the recent arrival of a new console generation, there has been a long needed jump
in the visual standard of mainstream games.
Most of these early gen titles are nothing more than cross gen ports.
But there are some unifying trends emerging in those that embrace raced performance caps.
Like brown and bloom before, game developers' love for cinematic effects knows no bounds.
And so we're enduring a fashion for some new showy effects.
Most seem intent to replicate the flaws inherent in lenses and cameras
and to disguise the otherwise clean, digital nature of computer graphics.
Cinematic realism is alive and well.

Spanish: 
for the enthusiasts tier, a world of blistering graphics awaits.
And if the base standard of commercial offerings fails to impress, well, there's always the option of mods.
(GET REKT, CONSOLE PEASANTS!)
With the recent arrival of a new console generation, there has been a long needed jump
in the visual standard of mainstream games.
Most of these early gen titles are nothing more than cross gen ports.
But there are some unifying trends emerging in those that embrace raced performance caps.
Like brown and bloom before, game developers' love for cinematic effects knows no bounds.
And so we're enduring a fashion for some new showy effects.
Most seem intent to replicate the flaws inherent in lenses and cameras
and to disguise the otherwise clean, digital nature of computer graphics.
Cinematic realism is alive and well.

English: 
for the enthusiasts tier, a world of blistering graphics awaits.
And if the base standard of commercial offerings fails to impress, well, there's always the option of mods.
With the recent arrival of a new console generation, there has been a long needed jump
in the visual standard of mainstream games.
Most of these early gen titles are nothing more than cross gen ports.
But there are some unifying trends emerging in those that embrace raced performance caps.
Like brown and bloom before, game developers' love for cinematic effects knows no bounds.
And so we're enduring a fashion for some new showy effects.
Most seem intent to replicate the flaws inherent in lenses and cameras
and to disguise the otherwise clean, digital nature of computer graphics.
Cinematic realism is alive and well.

Chinese: 
对于 PC 发烧友玩家来说，他们苛求着更酷的图形
而且如果游戏本身还不能满足他们的话，他们还可以选择装 Mod
随着新一代主机的发售，又会有个很长的历程
主流游戏的画面表现会不断提升
早期的大多数游戏不过是旧主机的移植作
无疑在游戏画质极限的问题上又会引发一轮新的竞争
想之前棕黄的色调和光晕一样，新技术也一定会被开发者滥用
但我们也见到了一些新特效带来的新时尚
一些游戏在努力模拟镜头和镜片本身的特性
来掩盖这是一个计算机图形的本质
「电影性临场感」的出现带来了相当好的效果

Portuguese: 
para os entusiastas, um mundo de gráficos paralisantes está a espera
E se a versão normal dos títulos comercializados falha em impressionar...
Bem, sempre tem os mods
NEXT GEN (próxima geração)
Com a chegada recente de uma nova geração de consoles, não houve nenhum salto grande
nos padrões gráficos dos jogos mainstream
A maioria desses novos jogos de nova geração são nada mais que portes de geração para geração
Mas existem certas tendências aparecendo naqueles apostam na maior potência de performance
Como o Brilho e Marrom já citados, o amor dos desenvolvedores de jogos por efeitos cinematográficos
não tem limites
Então, estamos presenciando uma moda de novos efeitos extravagantes
Alguns tentam replicar o movimento e chacoalhar da câmera
e disfarçar a natureza limpa da computação gráfica
Realismo cinematográfico vai muito bem, obrigado
ABERRAÇÃO CROMÁTICA

Portuguese: 
Aberração cromática é uma adição recente a alguns jogos
Simula a diversificação de diferentes ondas de luz pelo perímetro da tela
É inteiramente deliberante e inteiramente artificial
PROFUNDIDADE DE CAMPO
Simular profundidade de campo é outro recurso tirado diretamente da fotografia
Borrar seletivamente uma cena baseado em distância focal
projetando uma imagem nítida num mar de névoa
Isso é usado geralmente em cutscenes, ou em casos específicos ao usar a mira da arma
É difícil de implementar sem direcionar os olhos do jogador de maneira precisa
MOTION BLUR (DESFOQUE DE MOVIMENTO)
Motion Blur é um movimento contínuo artificializado e capturado em quadros distintos
Uma simulação de tempo de exposição com riscos sobressalentes deixados
como rastros de movimentos rápidos
Não substitui taxas de quadro maiores, mas dá a impressão de movimento mais rápido

Arabic: 
Chromatic aberration is a recent addition to some games:
simulating the divergence of different light wavelengths towards the perimeter of the screen.
It's entirely deliberate and entirely artificial.
Simulating depth of field is another effect lifted straight from photography:
selectively blurring a scene based on focal distance, casting a sharp plane in a sea of soft blur.
This is normally reserved for cut-scenes or in select cases such as aiming down a weapon's sight.
It's difficult to implement convincingly without tracking the players eyes precisely.
Motion blur is an artefact of continuous movement captured in discrete frames:
a simulation of exposure time, with blurred streaks left in the wake of rapid movement.
It is no substitute for a higher frame-rate but it can help smooth the appearance of motion.

Chinese: 
最近的一些游戏也在尝试使用色差来表现画面
在屏幕上模拟镜头边缘的色差
并非出于物理原因，这些色差完全是人造的
「模拟景深」的技术也是从摄影中直接学来的
通过距离来进行模糊，将焦点的边缘显示地非常锐利
这在表现分镜或模拟武器瞄准时很有效
如果无法精确确定玩家的视觉关注点的话，景深模拟则很难做
「动态模糊」在渲染时在连续运动的物体上施加模糊效果
这是模拟曝光时间的做法，也就是图像的残像落在了快门时间内出现的情况
这种做法对游戏的帧率没有帮助，但让整个运动看起来更流畅了

Spanish: 
Chromatic aberration is a recent addition to some games:
simulating the divergence of different light wavelengths towards the perimeter of the screen.
It's entirely deliberate and entirely artificial.
Simulating depth of field is another effect lifted straight from photography:
selectively blurring a scene based on focal distance, casting a sharp plane in a sea of soft blur.
This is normally reserved for cut-scenes or in select cases such as aiming down a weapon's sight.
It's difficult to implement convincingly without tracking the players eyes precisely.
Motion blur is an artefact of continuous movement captured in discrete frames:
a simulation of exposure time, with blurred streaks left in the wake of rapid movement.
It is no substitute for a higher frame-rate but it can help smooth the appearance of motion.

English: 
Chromatic aberration is a recent addition to some games:
simulating the divergence of different light wavelengths towards the perimeter of the screen.
It's entirely deliberate and entirely artificial.
Simulating depth of field is another effect lifted straight from photography:
selectively blurring a scene based on focal distance, casting a sharp plane in a sea of soft blur.
This is normally reserved for cut-scenes or in select cases such as aiming down a weapon's sight.
It's difficult to implement convincingly without tracking the players eyes precisely.
Motion blur is an artefact of continuous movement captured in discrete frames:
a simulation of exposure time, with blurred streaks left in the wake of rapid movement.
It is no substitute for a higher frame-rate but it can help smooth the appearance of motion.

Spanish: 
No matter the refresh rate, it will provide some interstitial information
and otherwise enhance the sensation of speed.
If you though bloom was bad, then you won't care much for the next-gen equivalent:
improbably massive light flares and the illumination of dust and grease on a filter plane.
Like a layer of filth that no cleaning can shift, throwing stuff at the screen
is a popular way to convey a sense of a scene's environment.
All of these effects are designed to sell the illusion of reality.
And while the human eye isn't a camera, these imperfections can add a sheen of authenticity.
Such techniques are relatively new and will go overused as a result, but with time, they should become subtler
and join an ever increasing palette of visual tricks.
Graphics are absolutely important.

English: 
No matter the refresh rate, it will provide some interstitial information
and otherwise enhance the sensation of speed.
If you though bloom was bad, then you won't care much for the next-gen equivalent:
improbably massive light flares and the illumination of dust and grease on a filter plane.
Like a layer of filth that no cleaning can shift, throwing stuff at the screen
is a popular way to convey a sense of a scene's environment.
All of these effects are designed to sell the illusion of reality.
And while the human eye isn't a camera, these imperfections can add a sheen of authenticity.
Such techniques are relatively new and will go overused as a result, but with time, they should become subtler
and join an ever increasing palette of visual tricks.
Graphics are absolutely important.

Chinese: 
无关于刷新率，动态模糊提供的补间信息符合人对运动的认知
也使人产生了更好的速度感
如果你觉得「光晕」技术很糟，那么你可能不会关心到这项技术发展到了二代
滤镜混合了大量的光束和对尘埃的照明
像是屏幕前有一层脏东西没有擦干净的那种感觉
这是增加临场感的一种流行的方法
所有这些特效都在创造出一个真实的世界
因为人类的双眼并不是照相机，这些不完美的特性增加了图像的真实性
一些刚出现的技术确实会被滥用，但一段时间后，他们会被越来越正确地运用
并加上越来越多的视觉上的魔法
游戏图像毋庸置疑很重要

Portuguese: 
Não importa a taxa de atualizações, ele vai provocar um incremento Intersticial
em outras palavras, irá provocar uma sensação de velocidade
BRILHO 2.0
Se você já achava que Brilho era ruim, não vai dar muita importância ao seu equivalente da nova geração
Feixes de luz inexplicavelmente massivos e a iluminação de areia e graxa em um simples filtro
Como uma camada de poeira que nenhuma faxina pode se livrar
jogar coisas na tela é uma maneira popular de inserir imersão no ambiente da cena
Todos esses efeitos foram feitos para vender a ilusão de realidade
E já que o olho humano não é uma câmera, essas imperfeições podem adicionar um traço de autenticidade
Tais técnicas são relativamente novas, e portanto, serão usadas até não dar mais
Mas com o tempo, elas se tornarão sutis
e se juntarão à paleta de artifício visuais
Gráficos são absolutamente importantes

Arabic: 
No matter the refresh rate, it will provide some interstitial information
and otherwise enhance the sensation of speed.
If you though bloom was bad, then you won't care much for the next-gen equivalent:
improbably massive light flares and the illumination of dust and grease on a filter plane.
Like a layer of filth that no cleaning can shift, throwing stuff at the screen
is a popular way to convey a sense of a scene's environment.
All of these effects are designed to sell the illusion of reality.
And while the human eye isn't a camera, these imperfections can add a sheen of authenticity.
Such techniques are relatively new and will go overused as a result, but with time, they should become subtler
and join an ever increasing palette of visual tricks.
Graphics are absolutely important.

Arabic: 
They are an essential part of videogames, a window into another world and a prime indicator
of the technology that powers it.
However, the true value of visuals is not in their realism.
A games aesthetic does far more to establish its character than its polygon count.
A cohesive style is all you need.
And it's often better to stick to proving technique than it is to attempt something cutting edge.
We still need pioneers to light the way, but for most, there's no harm in sticking to safer waters.
A development span of half a century means that graphics can lean on an ever richer heritage.
We have come a long way.
So, what does the future of graphics hold?
Perhaps one day videogames will transcend our perception of reality,
exceeding the natural acuity of the eye to make an utterly convincing scene.

Chinese: 
它是游戏的基础部分，是人认识游戏世界的第一印象
也是其背后驱动游戏的技术的表现
但图像的真正意义并不是真实性
游戏的好坏并不取决于角色身上多边形的数量
一个合适的风格是最重要的
通常来说游戏图形更适合应用一些新技术，而不是凭空去创造技术
我们需要先驱们来做更多的尝试，但留在安全区内也没什么坏处
半个世纪以来的开发经验留给了我们大量宝贵的遗产
我们已经经历了不少
所以，未来的游戏图形是怎样的？
也许有一天电子游戏能真的让人感觉到这是现实
达到人类双眼的极限给人无与伦比的临场感

Spanish: 
They are an essential part of videogames, a window into another world and a prime indicator
of the technology that powers it.
However, the true value of visuals is not in their realism.
A games aesthetic does far more to establish its character than its polygon count.
A cohesive style is all you need.
And it's often better to stick to proving technique than it is to attempt something cutting edge.
We still need pioneers to light the way, but for most, there's no harm in sticking to safer waters.
A development span of half a century means that graphics can lean on an ever richer heritage.
We have come a long way.
So, what does the future of graphics hold?
Perhaps one day videogames will transcend our perception of reality,
exceeding the natural acuity of the eye to make an utterly convincing scene.

English: 
They are an essential part of videogames, a window into another world and a prime indicator
of the technology that powers it.
However, the true value of visuals is not in their realism.
A games aesthetic does far more to establish its character than its polygon count.
A cohesive style is all you need.
And it's often better to stick to proving technique than it is to attempt something cutting edge.
We still need pioneers to light the way, but for most, there's no harm in sticking to safer waters.
A development span of half a century means that graphics can lean on an ever richer heritage.
We have come a long way.
So, what does the future of graphics hold?
Perhaps one day videogames will transcend our perception of reality,
exceeding the natural acuity of the eye to make an utterly convincing scene.

Portuguese: 
Eles são uma parte essencial dos jogos
Uma janela que revela outro mundo e um confiável indicador da tecnologia que a fez
Porém, o real valor do visual não está no realismo
A estética de um jogo é muito mais importante para estabelecer seus personagens
do que seu número de polígonos
Um estilo coeso é tudo que você precisa
e às vezes é bem melhor usar uma técnica já conhecida do que inventar algo topo de linha
Nós ainda precisamos de pioneiros para iluminar o caminho
Mas a princípio, não há nada de errado em nadar em águas rasas
Um tempo de desenvolvimento de meio século
significa que o avanço gráfico pode repousar numa herança farta
Nós percorremos um longo caminho
Então, o que nos aguarda no futuro dos gráficos?
Talvez algum dia, os videogames conseguirão enganar nossa percepção de realidade
E exceder a precisão natural dos olhos para fazer uma cena absolutamente convincente

Arabic: 
In the meantime technology inches ever further,
frustratingly slow for the impatient today, but nonetheless with an irresistible inertia.
Thank you very much for watching and until next time,
farewell.
Transcribed by Guillem Arias - Thanks to Wontorres and the people at reddit.

Chinese: 
同时科技会继续发展
虽然这几年图形技术进展缓慢，但也并非停滞不前
感谢各位的观看，愿与你下次再见
再见。

Spanish: 
In the meantime technology inches ever further,
frustratingly slow for the impatient today, but nonetheless with an irresistible inertia.
Thank you very much for watching and until next time,
farewell. (Bye)
Transcribed by Guillem Arias  -  gariasf.com  -  Thanks to Wontorres and the people at reddit.

English: 
In the meantime technology inches ever further,
frustratingly slow for the impatient today, but nonetheless with an irresistible inertia.
Thank you very much for watching and until next time,
farewell.
Transcribed by Guillem Arias -  Thanks to Wontorres and the people at reddit.

Portuguese: 
Enquanto isso não acontece, a tecnologia avança mais que nunca
Talvez num ritmo mais lento para a impaciência atual
Mas não sem uma inércia irresistível
ESCRITO E PRODUZIDO POR
STUART BROWN
Muito obrigado por assistir e até a próxima
Passem bem
TRADUÇÃO: GABRIEL ALLAN
gatssouza@gmail.com
