– How is it that the first Mario Bros. game was about 32kb, but a JPEG of the game is over 300kbs in 2023?

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I’ve seen the meme/info-graphic that the original file for Mario Bros. was approx. 32kb, but a picture file would be 10x more.

I’ve googled it and looked, but it seems to have some nebulous answers. Could someone please ELI5?

In: 26

57 Answers

Anonymous 0 Comments

In addition to what’s already been said, a JPEG is good for things like photos where there’s a lot of different colors. For something with a small fixed color palette like old school pixel art, a PNG would be much more efficient. Especially if it’s exported with a limited color space to what was available for the NES.

Anonymous 0 Comments

I know its a bit of a side answer but read about raster vs vector graphics as similar idea.

Raster is all the pixels individually.
Vector is a set of instructions on how to draw the image.

Draw blue from 1 to 100
Vs
Cell 1 blue
Cell 2 blue
Cell 3 blue
….
Cell 100 blue

In gaming there is also sprites, for example the boxes, or the background. Store it once, and then call it over and over.

A raster image stores the detail for every box every time. Using sprites says that is a box draw it for me.

Its about using code to describe and image instead of just storing all the image information.

If you want to see how crazy you can go look up 64k demos.

They are 64k files that render a video with music, visuals all generated by code.

Anonymous 0 Comments

I know its a bit of a side answer but read about raster vs vector graphics as similar idea.

Raster is all the pixels individually.
Vector is a set of instructions on how to draw the image.

Draw blue from 1 to 100
Vs
Cell 1 blue
Cell 2 blue
Cell 3 blue
….
Cell 100 blue

In gaming there is also sprites, for example the boxes, or the background. Store it once, and then call it over and over.

A raster image stores the detail for every box every time. Using sprites says that is a box draw it for me.

Its about using code to describe and image instead of just storing all the image information.

If you want to see how crazy you can go look up 64k demos.

They are 64k files that render a video with music, visuals all generated by code.

Anonymous 0 Comments

I know its a bit of a side answer but read about raster vs vector graphics as similar idea.

Raster is all the pixels individually.
Vector is a set of instructions on how to draw the image.

Draw blue from 1 to 100
Vs
Cell 1 blue
Cell 2 blue
Cell 3 blue
….
Cell 100 blue

In gaming there is also sprites, for example the boxes, or the background. Store it once, and then call it over and over.

A raster image stores the detail for every box every time. Using sprites says that is a box draw it for me.

Its about using code to describe and image instead of just storing all the image information.

If you want to see how crazy you can go look up 64k demos.

They are 64k files that render a video with music, visuals all generated by code.

Anonymous 0 Comments

Imagine you build an app with a single line

Calculate 1/9

It’s 0.1111111….

Now try to save this neverending number on a disk.

Anonymous 0 Comments

Imagine you build an app with a single line

Calculate 1/9

It’s 0.1111111….

Now try to save this neverending number on a disk.

Anonymous 0 Comments

Imagine you build an app with a single line

Calculate 1/9

It’s 0.1111111….

Now try to save this neverending number on a disk.

Anonymous 0 Comments

If you had an image file of the same resolution of the original game it would be of a similar size. Jpeg isn’t the format you’d want to use, the overhead is greater than the pixel days (around 50000 total pixels, with just a couple of bits per pixel for color)
The default for current images would be a minimum of 8 bits per pixel per color (RGB)
50000 pixels at 8bit color depth would be 1.2Mb (150kB)

Anonymous 0 Comments

If you had an image file of the same resolution of the original game it would be of a similar size. Jpeg isn’t the format you’d want to use, the overhead is greater than the pixel days (around 50000 total pixels, with just a couple of bits per pixel for color)
The default for current images would be a minimum of 8 bits per pixel per color (RGB)
50000 pixels at 8bit color depth would be 1.2Mb (150kB)

Anonymous 0 Comments

If you had an image file of the same resolution of the original game it would be of a similar size. Jpeg isn’t the format you’d want to use, the overhead is greater than the pixel days (around 50000 total pixels, with just a couple of bits per pixel for color)
The default for current images would be a minimum of 8 bits per pixel per color (RGB)
50000 pixels at 8bit color depth would be 1.2Mb (150kB)