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Techniques & Technology

Vector Graphics

Lines of light

Vector graphics drew games using lines rather than pixels, creating distinctive glowing visuals in arcade classics like Asteroids, Tempest, and Star Wars before raster displays dominated.

cross-platform graphicsdisplayarcade 1977–present

Overview

Before raster displays filled screens with pixels, vector monitors drew images using electron beams tracing lines directly onto phosphor screens. The result: razor-sharp, infinitely-resolvable lines that glowed with distinctive intensity, decaying as they aged. Games like Asteroids, Tempest, and Star Wars used vector graphics to create visuals impossible on contemporary raster hardware — true 3D wireframes, smooth scaling, sharp curves.

Vector display peaked from 1977 to about 1985 in arcades. Atari, Cinematronics, Sega, and Vectrex (the home console) drove the format. Raster hardware caught up by the mid-80s, raster could fill in colour and texture, and the maintenance cost of vector monitors became uneconomic.

Fast facts

  • Technology: CRT beam directly traces lines (deflection-based drawing rather than scanning).
  • Peak era: 1979-1983 (arcade); Vectrex (1982-84) was the home outlier.
  • Advantage: Sharp lines, smooth movement, true wireframe 3D, distinctive aesthetic.
  • Limitation: No filled areas, refresh rate drops with object count, monitors expensive to maintain.

How vector displays work

A standard CRT has its electron beam scanning left-to-right, top-to-bottom in a fixed raster pattern, painting whatever colour the timing controller selects at each point. A vector CRT instead aims its beam directly at the line's start point, sweeps to the end point at controlled velocity, and either lights the phosphor (line drawn) or doesn't (move). No scanning — the beam follows the picture.

ProcessDescription
Beam positioningDirect electron beam to the line's start point via X/Y deflection
Line drawingSweep beam to the end point, with the gun on
Intensity controlVary beam current to control brightness
RefreshRepeat every line, every refresh cycle (typically 30-60 Hz)

Each line drawn takes a small amount of time. The more lines per frame, the lower the achievable refresh rate. Asteroids might have 100 lines on screen and refresh comfortably at 60 Hz; Star Wars with hundreds of lines drops to ~30 Hz when scenes are full.

Advantages

BenefitResult
ResolutionTheoretically infinite — no pixel grid
Smooth movementNo pixel stepping; rotation looks continuous
3D wireframeTrue polygon edges with no rasterisation cost
Distinctive lookGlowing lines that fade slightly between refreshes
Efficient drawingOnly the lines need drawing; empty space is free

Limitations

DrawbackImpact
No filled areasWireframe-only; can't render solid surfaces
Brightness limitsPhosphor takes time to recharge; very bright displays burn-in
Refresh rateDrops with object count — busy scenes flicker
MaintenanceSpecialised monitors, expensive to repair
Limited colourMost vector games are monochrome; colour vector hardware (Atari Color XY) was rare and expensive
Phosphor burn-inStatic images literally etch into the screen

Classic vector games

TitleYearCompanyNotes
Space Wars1977CinematronicsOne of the first commercial vector arcade games; based on PDP-1's Spacewar!
Asteroids1979AtariThe defining vector game; vector physics matched vector display
Lunar Lander1979AtariMountainscape physics simulator
Battlezone1980AtariFirst-person tank combat in 3D wireframe
Tempest1981AtariCylindrical playfield; Color XY hardware (rare colour vector)
Star Wars1983AtariHi-resolution colour vector; iconic Death Star trench run
Major Havoc1983AtariLate vector classic
Space Duel1983AtariMulti-ship variant of Asteroids
Spy Hunter II1987Bally MidwayLate vector — combined raster + vector

Vectrex — vector at home

The Vectrex (1982-1984) was the only major home console to use a vector display. GCE / Milton Bradley shipped it with a built-in 9-inch monochrome vector CRT and overlay sheets to add coloured backgrounds. Around 30 games released. Dedicated cult following continues — modern Vectrex homebrew is active, original units fetch high prices.

Vector to raster transition

FactorInfluence
Colour limitationsRaster offered far more colour options
Maintenance costsVector arcade cabinets were costly to keep running; operators preferred raster
Visual expectationsBy 1985, players expected filled, textured graphics
Polygon rasterHard Drivin' (1989) showed raster could match vector's 3D ambitions
Falling cost of raster CRTsMass production made raster cheaper than custom vector hardware

Legacy

The vector aesthetic is unmistakable and survives in deliberate revivals:

InfluenceExample
Aesthetic revivalsGeometry Wars (2005), Tempest 4000 (2018)
Indie retroVectorpark, PolyBranch, various GMTK / Ludum Dare entries
DemosceneVector productions still common at Revision, Assembly
Modern toolsVector-style shaders in Unity / Unreal recreate the bloom-and-fade look
EducationMAME preserves vector games via vector emulation in the host's raster display

Emulation challenges

Emulating vector games on raster displays is technically interesting:

  • Bloom and fade — vector lines bloom outward and decay; faking this on a sharp LCD requires shader work.
  • Phosphor persistence — vectors blur slightly between frames; a literal raster emulation looks too sharp.
  • Refresh-rate variation — vector games run slower when the screen is busy. Emulators can preserve or normalise this.
  • MAME's vector mode preserves the original beam timing and applies CRT-shader bloom to approximate the original look.

See also