The tile-map model was introduced to video games by
Namco's
arcade game Galaxian (
1979), which ran on the
Namco Galaxian arcade system board, capable of displaying multiple colors per tile as well as
scrolling. It used a tile size of 8×8
pixels, which since became the most common tile size used in video games. A tilemap consisting of 8×8 tiles required 64 times less memory and processing time than a non-tiled
framebuffer, which allowed
Galaxians tile-map system to display more sophisticated graphics, and with better performance, than the more intensive framebuffer system previously used by
Space Invaders (
1978). Some
video game consoles such as the
Intellivision, released in 1979, were designed to use tile-based graphics, since their games had to fit into
video game cartridges as small as 4K in size.
Home computers had hardware tile support in the form of
ASCII characters arranged in a grid, usually for the purposes of displaying text, but games could be written using letters and punctuation as game elements. The
Atari 400/800 home computers, released in 1979, allow the standard character set to be replaced by a custom one. The new characters don't have to be glyphs, but the walls of a maze or ladders or any game graphics that fit in an 8x8 pixel square. The video coprocessor provides different modes for displaying character grids. In most modes, individual monochrome characters can be displayed in one of four colors; others allow characters to be constructed of 2-bit pixels instead, which allowed up to 5 colors to be displayed by swapping between 2 colors via an extra bit in the tile index byte. Atari used the term
redefined characters and not
tiles. The tile model became widely used in specific game genres such as
platform games and
role-playing video games, and reached its peak during the 8-bit and 16-bit eras of consoles, with games such as
Mega Man (
NES),
The Legend of Zelda: A Link to the Past (
SNES) and
Shining Force (
Mega Drive) being prime examples of tile-based games, producing a highly recognizable look and feel. '' features multi-character combat on a tiled overhead map. Most early tile-based games used a top-down perspective. The top-down perspective evolved to a simulated 45-degree angle, seen in 1994's
Final Fantasy VI, allowing the player to see both the top and one side of objects, to give more sense of depth; this style dominated
8-bit and
16-bit console role-playing games.
Ultimate Play the Game developed a series of video games in the 1980s that employed a tile-based
isometric perspective. As computers advanced, isometric and
dimetric perspectives began to predominate in tile-based games, using
parallelogram-shaped tiles instead of square tiles. Notable titles include: •
Ultima Online, which mixed elements of 3D (the ground, which is a tile-based height map) and 2D (objects) tiles •
Civilization II, which updated Civilization's top-down perspective to a dimetric perspective • The
Avernum series, which remade the top-down role-playing series
Exile with an isometric engine. Hexagonal tile-based games have been limited for the most part to the strategy and
wargaming genres. Notable examples include the Sega
Genesis game
Master of Monsters,
SSI's
Five Star series of wargames starting with
Panzer General, the
Age of Wonders series and
Battle for Wesnoth. ==See also==