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7. Art
###Sub-Index
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Mood Analysis
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Super Joe
3.Level Art
· Level 1-1
· Level 1-2
· Level 1-3
· Level 1-4
· Intermissions
- Sprites
#Art style
Commando is a bellic videogame that tries to resemble the "Second World War" or "The War of Vietnam" just as Rambo films does. We know this thanks to the weapons that are used for enemies and allies along the game because all of them are pretty similar to the used in both real wars. All the plot is located into an enemy base, surrounded by mountains, palms, grass and, in most of the parts, desert. The character that you reincarnate is called Super Joe and is easy to identify because of the blue uniform that he wears.
Super Joe is a sort of Rambo who with and helicopter is displayed alone into the enemy territory in order to rescue as many allies as posible and kill every single solider who does not wear a blue jacket. He is a Second World War soldier (or almost he is similar to one of them) who armed with a pistol and some granades kills lots of enemies. Thanks to the intermission sprites we can ensure that he is tall, blond and always wears a blue uniform that contrasts the clarity of his skin.
Super Joe is a super soldier!
All levels have a pretty similar art style. The whole game is located in an enemy base and as long as you progress into the adventure more enemy structures and different elements from an enemy base are displayed into the battlefield. The colour palette is always the same except for the last level (1-4), where the scenario gets green and darker. In general, the colours used are really contrasted. Along the entire game you can enter into many secret rooms.
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The first level starts when an helicopter displays Super Joe alone into the battlefield. This area remembers a jungle because of the nature that you can see along the mission. Dispite of that, this first level have some long deserts where you can find one or two small cobertures for the enemies, palms are used for this purpose as well. In different parts of the map there are some grass used just to make less visible the enemies and in the bridge that is in the middle of the map there is a motorcycle rided by an enemie who is throwing granades in order to kill you.
Here you can check the tileset of this area.

In the second area the vegetation disappears at all and a brown colour invades the map. The beginning of this map starts with a group of holes where enemies use as a cobertures. Super Joe have to avoid them in order to arrive to the bridge where, identically to the first level, a motorcycle rided by a man cross the bridge and throw you some granades. After this part, water appaers for the first time in this tileset and once you overpass this lake some turrets starting to appear into the battlefield. You have to avoid them and pass between some mountains in order to arrive to the final part of this stage.
Here you can check the tileset of this area.
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As we progress into this third area, lots of enemies stalls appears. Our character have to kill the enemies that respawn from this stalls and he have to avoid all the holes aswell. After this, three small lakes followed by a bridge (pretty similar to the previous levels) appears, and you have to overpass them in order to arrive to a part of the map where some caves are used as a stalls by the enemies. Later this map, eighteen white guns repositories are used as the final part of the entire map. Lots of enemies are respawned in every single repository and Super Joe have to kill them to proceed to the following level.
Here you can check the tileset of this area.
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The last area is the strangest one, green is the main colour in the palette used in this area and the tileset looks like a devastated zone. Roads and vehicles are visible in the map and some metallic structures as bridge are used as a link between different sections at the same tileset. The enemies that appear in this level looks more stronger than in the previous stages. Most of them are recycled but the number is highly increased, bazooka enemies are a clearly example as how Capcom decided to increase them in order to make this zone more terrifying. It is pretty obvius that the entire art style tries to makes the player feel totally alone.
Here you can check the tileset of this area.
1-4 is the last level of the game, for this reasson this is the creepiest one. The following levels are exactly identic as the descrived above.
Intermissions are a part of the game between every level where our blond character is posing as a way to create to the user a satisfacory and a "well done" feeling. Here, Super Joe is showed with some really detailed sprites and blue is the main colour used in them.
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Programs Used:
Both Photoshop and SpriteTracer are all the image editor programs that we used to take the sprites. We started with FCEUX, a strong NES emulator than enabled us to took captures and later proceed with making the sprite sheets.
You can check all the sprites we ripped from the game here.