Sci-Fi-O-Rama returns with a quick feature on a rather special Tumblr known simply as ‘UI BAKA‘.

Originating from ‘The Land of the Rising Sun’ this Tumblr celebrates the art of sci-fi interfaces with a particular slant towards Japanese Anime, something we’ve shamefully rarely covered.

So what to expect? Well all things bright and beautiful of course, and in this case that’s glowing wire spheres, rippling sine waves, flickering binaries and a large dollop of a targeting reticles.

Some original material here, as scanned from ‘Creative Computer Graphics’ (Cambridge University Press, 1984) this one I came across whilst searching through the Google Books archives, and intrigued I decided to order a hard copy. Google Books by the was is well worth a look, countless printed publications are logged and categorized dating from recent to way back. Most modern titles are subject to copyright so show just a selection of internal pages, but this is plenty to gain a flavour and if you have 10 mins to burn, I highly recommend a trawl through.

Creative Computer Graphics  - The Last Starfighter

Sci-Fi-O-Rama presents an analysis and artistic appreciation of five pioneering 8-bit and 16-bit computer games.

The era is the mid to late 80’s, a period fabulously rich in gaming concepts and innovation as developers frantically sought to grasp, harness and subsequently wring every last nanogram of creativity from the available platforms of the day. Each title here contained – for the time – an array of groundbreaking ideas and technologies. What else connects them? well of course I played them way back when and thus they are in some way or another forever burned into the hazy mists of my subconscious.

I’ve been mulling over this one for a while but wasn’t sure quite how to start, hence the recent posting log jam. I wanted to compose an extended retro game feature, but not just to give a rose tinted review of gameplay or mechanics. Here then is a more focused look at the visuals themselves, what fascinated back then and what us still so beautiful and relevant today, 2012.

Alien Syndrome Marquee

Sinistar Marquee

Commando Marquee

Asteroids Marquee

Tempest Marquee

Crystal Castles

Zaxxon Marquee

Galaxian Marquee

Galaga Marquee

Bosconian Marquee

Rastan Marquee

A selection of Coin-Op/Arcade Machine “Marquees” beaming gloriously in brash 80’s technicolour… Marquees (in case you didn’t know) are used to illuminate the name of an arcade game at the top of its cabinet.

Stopping with a friend recently I was reminded of just how amazing this art is as he has a small selection of these marquees as fridge

Roger Dean – As Chosen by Those He Has Inspired

Roger Dean (born 31 August 1944), is an English artist, designer, architect and publisher and perhaps best known for his iconic work on progressive rock band album covers. His unique, instantly recognisable style often features exotic landscapes populated with dramatic and impossible natural rock formations, lush alien flora and fauna, and strange organic structures.

After the release of James Cameron’s blockbuster movie ‘Avatar’, Dean enjoyed a surge of interest in his work, as it’s obvious Avatar’s design team have borrowed many visual motifs found in Dean’s work. To be fair, it’s inconceivable to think of fantasy and sci-fi art without being influenced by the superlative work of Roger Dean.

To celebrate his work, I’ve asked a selection of contemporary designers and artists to select their favourite Roger Dean piece and tell us in their own words why.  Roger Dean, as chosen by those he has inspired!

Roger Dean - Billy Cox "Nitro Function"

Billy Cox “Nitro Function” (LP Sleeve 1972)
Chosen by: Eric Carl

“One of my favourite Roger Dean pieces would have to be the 1972 album art for “Nitro Function” by Billy Cox. It wasn’t a

Metal Slug Pixel Art

Metal Slug

Post Apocalyptic Background Pixel Art from SNK’s original 1996 Neo-Geo title Metal Slug, the run-and-gun classic. Apologies if you’re having to scroll your browser to the right (I am too), the thing about Pixel Art is it can’t really be scaled, it’s drawn for one size and one size only, and it’d be severely blasphemous to rescale this superb example!

So here’s a lush part of Metal Slug level one in all it’s limited palette glory, but hang on a minute where’s all the rest of the game art? well, that’s the other reason for the post, this image comes via The Video Game Atlas http://www.vgmaps.com/ a truly amazing resource if you are into the art of old school games. Loads of wicked stuff there, and worth visit for so many reason’s – Game Title Screens for example http://ow.ly/tHqJ great Typography.

Thanks Dan for the lead on this…

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