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The Legend of Zelda a Link to the Past Pixel Art

ZELDA medium resolution

I recently painted a mock-up of Out Run on the ZX Spectrum as information technology could perhaps take been had someone been given more fourth dimension on the graphics. I was quite pleased with how it turned out for my first attempt at some in-game Spectrum graphics, then I idea I'd have some other go on another notoriously monochrome game…but and so I got distracted playing The Legend of Zelda: A Link to the Past!

I've never played any of the Zelda games before, but since getting a Blaze Tab Plus from FunStock I've been getting in to the SNES, and particularly this game. It'due south incredible!

While looking upwardly various Zelda material, I came across this video of a brilliant work in progress version of Zelda on the ZX Spectrum by a guy chosen David Clarke, and it made me wonder what Zelda could look like on the Spectrum?

ZELDA actual resolutionThe picture shown is my attempt at an in-game screen (shrunk dorsum to 256×192 here, and shown larger at the top of the folio).

I found this one more complicated than Out Run and it took me a couple of days in all to get it to this phase.

Then for those interested in what I did, another caption follows…

ZELDA SNESFirst I took an in game screen from the SNES version and cropped information technology to 256×192 resolution to match the ZX Spectrum resolution. I and so increased that epitome in Photoshop to 2560×1920 so I could work on the image.

Similar the Out Run prototype, I selected two square brushes to match the sizes of a single blown-up pixel and an fourscore×fourscore block of color (at the new high resolution). Then I went to the view menu and turned on the grid option, altering the grid dimensions in the preferences carte du jour so my screen was divided in to 80×eighty sections. This made it easy to lay downwards blocks of color and pixels so that they didn't break the colour clash dominion and aligned correctly; my practice on the Out Run image made this a fairly slick process this time around.

I started by trying to painting directly on height of the image, replacing the SNES palette with the Spectrum palette only I chop-chop began to capeesh how hard information technology was for the old Spectrum artists to work with color clash! Information technology was incredibly limiting! And then I looked to a few old Spectrum games to encounter how they worked around the problem and ane in particular stood out called Robin of the Wood. It's non a game I'd always played, but I was really impressed at how they'd managed to use the colour palette, and it'due south quite a Zelda-similar adventure.

I decided that Robin of the Wood worked so well considering they used a black background as the base of operations colour, and and so black as the principal line-art colour with other colours being used to fill up each 'sprite' or 'tile'. So using that inspiration I started again!

ZELDA monochrome

This time I ran the SNES image through a handy App on my iPhone called Retrospecs to take a pass at making a monochrome version with Spectrum-sized pixels. Afterward playing with the settings I got a good result out of Retrospecs that served as a good starting template. Then I started cutting that epitome upwardly it to 'sprites' and aligning them to the 80×80 grid.

This simplified image was much easier to work with. It still took a while to run into where to employ black to ascertain an image and where to employ a colour, simply it gradually turned in to selecting the nearly suitable base colour for the object and cartoon on to it with that, using blackness to describe in the detail.

For larger objects like the house, after adding the base colour I could then await where I could use other colours to add highlights or details. If I was painting more than screens, like the diverse towers in Zelda, I'd utilise this kind of technique to add together more color.

The merely attribute I'd similar to improve is the Link sprite. I've left him vivid green in this image as he'll spend most of his time walking over grass in the game, and that fits his costume colour. As yous'd want him to movement past the pixel rather than in blocks of 8 pixels I haven't tried to add colour to him like Karnov – Zelda isn't that kind of game.

I'm really happy with the final result! I totally want to play Zelda on the ZX Spectrum now! Any comments, let me know!

(I'll try and practise Robocop side by side!)

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Source: https://speccynostalgia.wordpress.com/2017/06/07/the-legend-of-zelda-a-link-to-the-past/

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