[HN Gopher] Indiana Jones and the Last Crusade EGA/VGA Comparison ___________________________________________________________________ Indiana Jones and the Last Crusade EGA/VGA Comparison Author : ingve Score : 368 points Date : 2021-03-17 11:31 UTC (11 hours ago) (HTM) web link (www.superrune.com) (TXT) w3m dump (www.superrune.com) | fho wrote: | Quick ... someone train a network on that ;-) | jbverschoor wrote: | They should really use a crt filter for proper comparison. | | I really enjoy the dark scenes in blue monochromatic. It gives a | really good athmosphere. Somethings that's lost in the 'upgrade' | tommica wrote: | Hah, was just playing this game, and the fist-fighting is | impossible - no idea how anyone managed to successfully play that | minigame | fullstop wrote: | I think that you were supposed to mostly rely on stealth. You | don't have to fight the big guy in the castle -- you can get | him very drunk take him down with one punch. | | edit: just for fun, here is the scene -- | https://youtu.be/9ivNLD75rAU?t=2854 | [deleted] | theklub wrote: | This was one of my favorite games as a kid and I still have love | for it. | mgraupner wrote: | Same for me, I just thought it was incredible hard as soon as | you got into some fighting with the bad guys (especially Castle | Brunwald). | fullstop wrote: | I think that I enjoyed Fate of Atlantis more, especially | because it had the three paths to give it some more ways to | play. I avoided the "Fists" path because my keyboard didn't | have a number pad. | | I went back to both of them, decades years later, and found | Last Crusade to be much more challenging in a way that games no | longer offer (besides Dark Souls) -- they let you make mistakes | which hinder or make completion almost impossible. You could | get pretty far in to Last Crusade and not have the required | items to progress further. | the_af wrote: | Many gamers hated this kind of "getting irreversibly stuck" | situation of early adventure games, and in fact Lucasarts | made a conscious effort to avoid it in later games (e.g. Full | Throttle, Monkey Island, etc). You couldn't even die (yes, I | know about the dying easter egg in Monkey Island). | | This was in contrast with Sierra Online's adventures, which | had plenty of surprise deaths and deadend situations. This | led to saving frantically at every step, which isn't | particularly fun. | | I loved Sierra games -- the first three EGA Space Quest games | are my favorites -- but I see the point of avoiding player | frustration. | fullstop wrote: | I don't like getting stuck permanently. Even in Dark Souls | there are no ways to get irreversibly stuck, although you | can make it significantly more challenging by killing | certain NPCs along the way and losing the ability to use | the services that they once offered. | Storm-Bringer wrote: | Agreed, such a brilliant game | jl6 wrote: | It's the same story all through the history of computer graphics: | good artists can make something look good even with constrained | tools. | | Conversely, increasing the technical capabilities of the tool | does not guarantee a good art style. | _dps wrote: | If you have an interest in this kind of art, this GDC | presentation by Mark Ferrari "8 Bit & 8 Bit-ish Graphics" gives | lots of great detail about the art process, tools, and practices | of the time (Ferrari worked on the EGA art for Monkey Island, | among several others). | | https://www.youtube.com/watch?v=aMcJ1Jvtef0 | corysama wrote: | When I was a kid in high school and considering a career in | art, Mark Ferrari was kind enough to invite me to hang out in | his home studio and chat about making art for games. | | Apparently he had to fight with the engineers over switching to | a dithered art style because at the time they were using run | length encoding for compression. But, he re-painted a few | scenes to be dithered and the improvement was so obvious that | the engineers gave in and "made it work" (switched to LZW | compression). | megameter wrote: | The art for Indy 3 in EGA definitely shows signs of dither | being desired but not used, which I always found made it feel | sparse and unfinished, even in VGA. Mind, I was coming to | this from the standpoint of really getting into the Lucasarts | adventures after LOOM. It's likely that on this game they | were stretched for space regardless, since it spans a lot of | scenes. | rob74 wrote: | I originally played the Amiga version back in the day, but it was | (as far as I can see) 100% identical to the EGA version and | therefore looked pretty bad compared with Amiga-native games or | better ports. To their credit, Lucasfilm put more effort into | later games (Indy IV, Monkey Island I/II etc.). The Amiga's | graphics were in between EGA and VGA (palette of 4096 colors, but | only 32 colors at the same time without further tricks), so it | wasn't really straightforward to port a PC game... | kjrose wrote: | Honestly, one of the best things I learned when I was doing work | on complexity with Stuart Kauffman was the idea of enabling | constraints. The fact that in many circumstances putting | constraints can actually lead to more complex and better | situations when there is creation. Essentially, the enabling | constraint has the effect of putting more of the creation on the | line of criticality and thus suddenly you get far more creative | growth. | | These EGA/VGA comparisons (this is the second I've seen so far) | almost demonstrate this perfectly. It's really quite fascinating. | croes wrote: | Played it on CGA | rlv-dan wrote: | EGA has terrible colors yet I am strangely drawn to this | esthetics. Of course a big part of this is that the artists at | Lusasfilm where amazing. | TLightful wrote: | No ticket. | darkwater wrote: | The "EGA is better" crowd makes me think of the "vinyl is better" | one. Sure, albums produced with the vinyl as the target, verbatim | put on CD, were better on real vynil. But that doesn't mean the | vinyl is better per se, at least not technically. | | Here is almost the same, due to its limitation EGA needed some | creativity that VGA didn't need. But in the end VGA was also | mastered and produced some masterpieces (for example Monkey | Island 2 to remain into the LucasArts realm). | eecc wrote: | EGA... the instagram filter of the '80s. | the_af wrote: | EGA Monkey Island is similarly beautiful. | | I feel EGA forced artists to work within the limitations of the | available color palette, and good artists created awesome stuff | (like shown in this case). Once they had VGA, some artists rushed | to use every color gradient they could get away with, and this | ruined their art till they got the hang of it. | | Something similar happened with the transition from pixel art to | 3D games -- games were 3D because they had to, whether necessary | or not. And many suffered from it. (Arguably, many still do!) | | Of course, I hold the extremist opinion that even some CGA (4 | colors!) games were beautiful in their own way. I don't think | more is always better, a lesson that seems to be lost on some | game developers... | mrob wrote: | The early LucasArts VGA games look worse than their EGA | versions, but their artists learned to use VGA better. The Dig | makes great use of VGA color. | | https://www.mobygames.com/game/dos/dig/screenshots | the_af wrote: | Agreed! And what an amazing game The Dig was. I liked that it | was less "humorous" than the standard adventure fare, too. | fullstop wrote: | Last Crusade supported CGA. I don't know how it was | implemented, though -- it looks like dithering was used at | least to emulate some of the EGA colors. [1] | | That wasn't the only change, through. I remember that there is | a rotisserie in the castle which rotates in EGA/VGA, but does | not in CGA, so they likely knew that the computers with CGA | could not handle the animation as well. | | 1. https://www.mobygames.com/game/dos/indiana-jones-and-the- | las... | deadlyllama wrote: | CGA looks worse in modern screenshots though. The colour | palette could be awful but the monitor would add some blur | between the pixels and that helped. EGA had the same. VGA | 320x200 was pixel doubled (640x400 was fed to the monitor) so | it looked much blockier. | | And if the colour palette wasn't to your taste... For years I | had CGA with a monochrome composite monitor. So it was all | shades of green. The old LucasArts and Sierra games were fine | on mono CGA. | | Also we walked uphill both ways to school, etc, get your 4k | displays off my lawn... | kiwidrew wrote: | Yep, CGA in monochrome is quite pleasant. Black, amber, and | two intermediate shades of amber, what more could one | need?! It's really much nicer than any of the garish CGA | colour palettes. [With the possible exception of the black- | red-cyan-white undocumented palette.] | | EGA is great though, 320x200x16 is just one of those | natural sweet spots that many different early computers | eventually settled on. | toyg wrote: | I had a greyscale VGA and Fate of Atlantis looked pretty | good too. | aasasd wrote: | Frankly those screenshots in CGA look like 90% dithering and | are pretty hard to take in. | the_af wrote: | Yes, to me those are examples where CGA didn't work well. | It wasn't suitable for this kind of scenes. This cyan- | magenta-white default palette was also pretty jarring; the | green-red-yellow one was better looking. | moonbug wrote: | but when viewed on a composite monitor, you see something | quite different. | | https://en.m.wikipedia.org/wiki/Composite_artifact_colors | fullstop wrote: | Yeah, it feels like someone was told that they needed to | support CGA a few weeks before the final deadline. | jonny_eh wrote: | IMO, nothing looks good in CGA. It's not just that it's 4 | colours, it's 4 awful colours. | | I'd take a 1-bit Mac game over CGA. | the_af wrote: | This is obviously highly subjective, but you might be | thinking of CGA's default palette (magenta-cyan-white- | black). The device had more than one palette, and many | games used the red-green-yellow-black palette, which | looks much more pleasing to me. | | Here's an example where it's used, and it looks cool to | me: https://www.mobygames.com/game/dos/defender-of-the- | crown/scr... (the text is hard to read, but that's | because of the low resolution). | | > _I 'd take a 1-bit Mac game over CGA._ | | Those indeed look pretty cool, but that's a matter of | higher resolution which allows for cool dithering | effects. CGA color modes were pretty low res, so it's | likely that's the actual problem you have with them, not | just the 4 colors. Or rather, the combination of both | factors. | nwallin wrote: | That's the low intensity dark green-dark red-brown-black | palette, not the high intensity light red-light green- | yellow-black palette. The high intensity mode was about a | quarter as garish as the cyan magenta mode, which won't | make your eyeballs bleed, but it's still a mite bit | uncomfortable. | | The dark green dark red brown black palette was indeed | probably the least bad palette, but it suffered severely | from a lack of contrast. That's why the text is hard to | read, because it's black text on a brown background, not | because of the resolution. | | The reason the cyan magenta white black palette was so | common is because it had both black and white, meaning | the text was easy to read. | | The Tandy graphics adapter allowed a programmable | palette. It was still just 4 colors, but the programmer | could choose which 4 colors they were. (out of the 16 | colors a CGA monitor could display) This was such a minor | increase in complexity for a 10x improvement in | usefulness it's shocking to me that IBM didn't include | that in the CGA. | the_af wrote: | First things first: thanks for the insightful reply! | | Yes, I meant the low intensity palette, you're correct. I | disagree with you in that I don't find it "the least | bad", but actually beautiful. It has a kind of "wood | engraving" vibe to me. | | > _That 's why the text is hard to read, because it's | black text on a brown background, not because of the | resolution._ | | I respectfully disagree. It's true that the contrast is | lower than with a brighter color, but it's still not a | problem for my eyes. For me, it actually has to do with | the blockiness of the low res font; also there's some | aliasing with the "m" and similar characters that | confuses my eyes and I have to make an extra effort the | parse the characters -- the same would happen were this | black font on white background. | | The Tandy fascinates me since I saw that video by The 8 | Bit Guy. Sadly, I never owned one! | laumars wrote: | Bare in mind the displays of the time would have blended | the pixels. | | Likewise those who complain that CGA is "only 4 awful | colours" have clearly never used a proper CGA system the | way it was originally intended. | | The following YouTube video does a good job describing what | CGA was really like back in the day: | https://youtu.be/niKblgZupOc | setpatchaddress wrote: | This is largely cherry-picking revisionism. I saw CGA on | the displays of the time at the time with the games of | the time, and can confirm it was mostly terrible. EGA | couldn't come fast enough. | Lio wrote: | My first PC XT clone had Hercules and CGA on an orange monitor. | | 4 shades of a single colour isn't so bad. | | Really wish I hadn't sold it now as I did a lot on that | machine. Even ran Windows 2.0 passably. | | I really, really wanted something capable of playing | Wolfenstein though so it had to go. :( | the_af wrote: | My first PC XT clone also ran Hercules with an ambar monitor. | SIMCGA FTW! I still feel very nostalgic about that look & | feel. I programmed my first real graphics using that | hardware. | | (I started with a Commodore 64, but I was too young and | didn't really manage to output graphics with it). | tptacek wrote: | _Of course, I hold the extremist opinion that even some CGA (4 | colors!) games were beautiful in their own way._ | | I agree! I have a CGA game still inked on my left arm (in case | any of you ever need to identify my headless corpse). | the_af wrote: | Which game? | tptacek wrote: | The Black Cauldron. | codetrotter wrote: | Can we get to see a picture of your tattoo? It sounds | cool! | borisjabes wrote: | I really thought this game/book was lost in time. Glad to | know there's a fellow pig herder fan. | tptacek wrote: | Both the books (all of them) and the Sierra game were a | very big deal to me. Weirdly, I've never seen the Disney | movie. | foobarian wrote: | Speaking of CGA, Defender of the Crown was my favorite. | https://www.mobygames.com/game/dos/defender-of-the-crown/scr... | the_af wrote: | Gorgeous! Thanks for sharing. I think CGA is an extreme case | of "working with limitations/constraints". It was hard to get | it right, but when they did, as in this case, it was awesome. | tclancy wrote: | Man, I must have had hundreds of hours into that! Always go | with the Greek fire. | Akronymus wrote: | CGA shines on a crt, usually. | | Some CGA games just look stunning with CRT/composite | | https://www.youtube.com/watch?v=yHXx3orN35Y | the_af wrote: | Indeed. I found out about CGA's amazing composite output only | recently, watching a video by The 8 Bit guy. I was completely | unaware of this back in the day... | apozem wrote: | As someone with no nostalgia for the PSX/N64, it's hard not to | look back on that as an entire generation of ugly graphics. | SNES pixel art has aged beautifully, Cloud's polygons have not. | | That's not even counting the many, many games with wonky | cameras. It feels like cameras were not widely figured out | until the 360/PS3 generation. | short_sells_poo wrote: | Perhaps I'm just looking at things through rose tinted glasses, | but I very much agree with this. I like to think that good | pixel art works with the imagination. The artist puts down the | broad strokes and lets the imagination fill the rest! There is | a huge amount of skill that goes into good pixel art. It's not | enough to have attention to detail, but an intuition about | engaging and working with imagination. | | The more realistic the graphics, the higher the risk that it | falls into the uncanny valley trap. The brain is already half | fooled that it is seeing reality (or something that is supposed | to be real) but if it's only slightly off, there'll be a | feeling of unease. Of course, early 3d games were far off from | feeling real, but they were already a step up and there was | less headroom for imagination. The low polygon count models | just look janky instead of endearing. | | Pixel art completely sidesteps this uncanny valley by not | trying to be realistic, instead it tries to engage the brain to | fill in the details. It's perhaps halfway between reading a | book and watching a movie. | | E.g. looking at early 3d games, they just feel dated. One | cannot help but compare them to today's 3d graphics and of | course the oldies fall short by a very far margin. Comparing | pixel art games to a modern AAA 3D game title is just so | obviously apples to oranges that there is no struggle due to | loss of fidelity. | | Again, perhaps my view is biased because I grew up with the | pixelated games of old. Still, I'd like to assign the | excitement of the early 3d titles more to the novelty (at the | time) than from the fidelity of the graphics. I think the pixel | art style will (or already does) have much more staying power. | m16ghost wrote: | >E.g. looking at early 3d games, they just feel dated. One | cannot help but compare them to today's 3d graphics and of | course the oldies fall short by a very far margin. Comparing | pixel art games to a modern AAA 3D game title is just so | obviously apples to oranges that there is no struggle due to | loss of fidelity. | | >Again, perhaps my view is biased because I grew up with the | pixelated games of old. Still, I'd like to assign the | excitement of the early 3d titles more to the novelty (at the | time) than from the fidelity of the graphics. I think the | pixel art style will (or already does) have much more staying | power. | | I happen to agree that early 3d games like PS1/N64 look | rather ugly, but nostalgia is very powerful, and retro low | poly models is now its own aesthetic [0]. Like with pixel | art, artists will take liberties with what was actually | capable with hardware at the time, but people who grew up | with the style will probably appreciate it more. | | [0]https://www.gamasutra.com/view/news/321754/Designing_a_dem | ak... | the_af wrote: | > _I like to think that good pixel art works with the | imagination._ | | Fully agreed with this and the rest of your post. Are you | familiar with Scott McCloud's "Understanding Comics"? I'm not | particularly a fan of the whole book, but I really agree and | am fascinated by the concept of "closure" he describes: the | way the mind "fills in" the details that are missing in | sequential art (i.e. comics), so you mentally create movement | and detail when there is objectively none. This even works | for storytelling itself, from a few "action" frames you | mentally reconstruct the story, and this requires little | effort. | | I think the same happens with pixel or line art. You just | need some cues and then your brain gets to work on creating | the scene. | majormajor wrote: | I never played this Indiana Jones game, or have much memory | of other EGA games that I can think of, and to me, 90% of the | VGA screenshots in this article look better than the EGA | ones. | | To me, the limited color palette doesn't strike me as a | differently meaningful sort of limitation than, say, the | appearance of Mario 64 vs Mario Galaxy. | | The imagination always fills in the gap - I don't _remember_ | KOTOR looking worse than Mass Effect looking worse than Mass | Effect Andromeda, say, but if I go back and look at them, | they definitely were more limited - but if you don 't have | the memory of just how much your imagination originally | filled in, I think it's harder to look past the actual | pixels. | rightbyte wrote: | I though C&C Red Alert was incredibly realistic. Or that | rail shooter Star Wars game with "live action". | | Looking at them now makes a case for imagination being an | important part. | the_af wrote: | I'm sure it has to do with the games I grew up with, but I | still think EGA Last Crusade is better than VGA, and I find | beauty in EGA Monkey Island and even in blockier games like | Kings of the Beach or Street Rod! And of course, I love the | EGA graphics of my adored Space Quest I, II & III. | | Yes, this means I go back to those games _now_ and I still | find their graphics cool looking and evocative. | | > _The imagination always fills in the gap_ | | Fully agreed! I think this is a quality that gets lost with | games with more realistic graphics. | | > _To me, the limited color palette doesn 't strike me as a | differently meaningful sort of limitation than, say, the | appearance of Mario 64 vs Mario Galaxy._ | | I believe it _is_ a meaningful limitation. It 's like | working in a black & white drawing with a pencil, or with | an early comic book illustration. It's not just fewer | colors, you must re-think the illustration. An obvious | example is the use of dithering, which when done right can | be a beautiful art form. With VGA, you need way less | dithering, if at all. | MetaWhirledPeas wrote: | > Of course, I hold the extremist opinion that even some CGA (4 | colors!) games were beautiful in their own way. | | This is one reason I appreciate Downwell. You unlock new | 4-color palettes as you progress. Some are really nice to look | at and completely change the mood of the game. | the_af wrote: | What is Downwell? | aasasd wrote: | Seems like another one of those games with a few colors and | swappable palettes. | | 'Down Ward' does that too: | https://www.kickstarter.com/projects/fisholith/down-ward- | owl... (or would do if it was funded--not sure of its | fate). | the_af wrote: | Oooh, now that I've seen it I like Downwell. To me it has | a distinct "Speccy" vibe to it. It's not just pixel art, | it looks like a ZX Spectrum game! | stupidcar wrote: | 100% agree. It's telling that most contemporary pixel artists | work by choice with a limited palette. The actual number of | colors, even in complex pieces, is often shockingly small. | aasasd wrote: | Mac games of the old are known for 1-bit graphics: | https://www.youtube.com/watch?v=y01lZbrxxb0 | | Not much to look at, but plays well into the noir theme in this | case. | | The aesthetic recently had a resurgence in the indie scene, | with 'Obra Dinn' and whatnot. Many gamemakers especially | reminisce about Gameboy's four-color palette. | | Some modern low-color games might have more than two colors, | but are designed essentially in grayscale and allow switching | the whole palette: | https://pioneersgame.tumblr.com/post/112307966203/i-doubt-th... | | Though of course, this time the four colors aren't some | arbitrary acid-neon colors, but are chosen by the authors. | the_af wrote: | Good call: Obra Dinn -- a game that fascinates me -- | definitely captures the old Mac aesthetic. Intentionally, of | course. | incanus77 wrote: | I had a PCjr in the 90s, which meant that most games were CGA | unless I happened to find one that supported the rare-but-more- | common-than-native-PCjr-EGA Tandy TGA 16-color mode, in which | case I'd get 16 colors. Every game acquisition was a crapshoot | to see if I was lucky or not. Native EGA was out. | the_af wrote: | I only owned PC clones. I discovered the Tandy in that 8 Bit | Guy video in which he argues it was the best DOS gaming | computer. I wish I had owned one! | Tarq0n wrote: | The same thing applies to MIDI music from the same era. Though | I'm not sure how much of it was related to the technology and | how much was the culture or aesthetic influences of game makers | at the time. | aasasd wrote: | I now felt alarmed enough to check which version of Maniac | Mansion I have in the 'to-play' pile. Don't know if there are | marked differences in V2: PCGamingWiki notes that it has | 'moderately improved graphics with more overall colors'. Still | looks pretty EGA to me in the opening sequences. | | However, it turns out that by default the V2 displays wrong in | ScummVM, while accurate to the hardware limitations. You need to | switch the 'render mode' to Amiga to get intended colors: | https://www.pcgamingwiki.com/wiki/Maniac_Mansion#Higher_qual... | Narishma wrote: | The default is the right way to play it then, if you want EGA | graphics. | aasasd wrote: | Not really my objective, no. I want good artwork, whatever | standard it's in. | brandonmenc wrote: | Lots of rose colored glasses here. | | Yes, looking back on the EGA graphics, there is definitely a | level of skill and stylization that I took for granted at the | time and have a certain nostalgia for, but when the VGA versions | of these games came out they were all mind-blowing and you just | kind of had to be there - no one was selecting the EGA option if | they had a VGA card. | | I remember the VGA version of Indiana Jones in particular being | awesome in VGA, on a CRT, live in motion. | dharma1 wrote: | yep. I had EGA and played most of these games on it - I | remember seeing the same games on my friends VGA screens and | they were sooooo much better on those. | | Looking at them now, the EGA ones have a certain amount of | nostalgia, but I vividly remember 16 colours being really | limiting, especially at those resolutions where dithering was | really noticeable. | flanbiscuit wrote: | I remember when I got my first VGA card, I was so excited and | the games did look so much better to me! It's also how I felt | about getting my first audio card (the original Sound | Blaster) | | Even looking at the comparisons in that post I still prefer | the VGA versions over the EGA versions. Guess I did not get | enough exposure to EGA to have that much nostalgia for it. My | family got a computer around '91 and I think the VGA card | came within a year after purchase | miohtama wrote: | It was very early for VGA, or more technically MCGA 300 x | 200 x 256 colour mode. Artists had not yet figured out how | to utilize 256 colour palette to the best of art. | gbil wrote: | While I played this game on an Atari 1024ST which I believe used | an EGA like display I remember a (not so) similar graphics | quality situation with Space Quest V which I started playing in a | CGA monochrome monitor and at some point Roger was supposed to | mop a floor with a yellow - if I remember correctly - logo that | changed from dark yellow to shiny yellow while cleaning it. I had | to buy a EGA color monitor to get through this part of the game | as no matter the path I chose, I couldn't really see any changes | with the monochrome one in order to complete the task... | aidenn0 wrote: | I had a similar issue with conquest of camelot. I was playing | on a monochrome display, and you had to find an amulet in the | catacombs. I spent hours looking for it, then I played it on my | dad's computer with EGA, and it was bright yellow on gray and | glaringly obvious. | timbit42 wrote: | EGA can display 16 colors from a 64 color palette. | | The Atari ST can display 16 colors from a 512 color palette. | | The Atari STe can display 16 colors from a 4096 color palette. | | The Amigas can display 32 colors from a 4096 color palette. | mrob wrote: | And in the 320x200 mode used by these games, standard EGA can | display only 16 colors from a 16 color palette, for backwards | compatibility with CGA monitors. | Lio wrote: | The Amiga also had HAM mode that could display all 4096 | colours but it was somewhat limited in what you could use it | for. When I first saw that it looked like witchcraft. | | https://en.wikipedia.org/wiki/Hold-And-Modify | aruggirello wrote: | Nitpicking, but the OCS ("classic") Amiga can also display 64 | colors (in _half brite_ mode) or even the full 4096 color | palette (in _hold and modify_ /HAM mode). That's what made | people's jaws drop back then. | the_af wrote: | Never owned an Amiga. HAM was used for static screens and | photos, right? What were the screen modes used for actual | games? | LeoPanthera wrote: | With extremely unusual exceptions, no games used HAM, | because it took several frames to completely redraw the | screen. 32-color was the standard. | LocalH wrote: | Although the earliest A1000s didn't include EHB mode | sigmaprimus wrote: | Im pretty sure I have the retail box and floppies for this game. | Going from 16 to 256 colors does seem to make the scenes look | prettier but for me the 1st game that stands out in my memory | showcasing the VGA improvement is a simple breakout game called | Bananoid. | | These images brought back some powerful memories, one in | particular is hearing the chorus of the song Self Control by | Laura Branigan comming out of my friends C64 in or around 1986. | The next time I heard a simmilar example was a .wav file of the | song Daisy but that was years later. | mmastrac wrote: | Bananoid was awesome because it could make use of the VGA | offset registers for smooth scrolling. I was blown away when I | saw it. | the_af wrote: | One VGA with multidirectional smooth scrolling that really | impressed me, back in the day, was a shoot'em up called | Zone66 [1]. It was hard to get running on DOS, but it was a | beauty -- and fun, too! | | [1] https://en.m.wikipedia.org/wiki/Zone_66 | fullstop wrote: | Do you remember "VGA ART" ? | | https://archive.org/details/msdos_shareware_fb_VGAART | | I remember being very excited for Zone66 since I had seen | other things by Renaissance and it used protected mode to | squeeze every ounce of processing power out of my PC. In | the end, though, the game just wasn't very fun. It had a | cool introduction, though! | pygy_ wrote: | The VGA versions of the games could be played on EGA hardware, | the 320x200 x256colors graphics were displayed, dithered, in | 640x200x16colors mode. | | The EGA versions had distinct 16 colors graphics. | | I guess you had the VGA versions | markonen wrote: | The retail box came with a replica of Henry Jones's grail | diary. That was mind blowing for a ten-year-old who had just | seen the movie. All in all still one of my fondest gaming | memories. | Grustaf wrote: | I find it very hard to quickly see which is which, the two | versions are so different. It would be nice with a more explicit | side-by-side layout. | chrisseaton wrote: | Not sure if you're being sarcastic... you know you only see the | VGA one when you hover over it with your mouse? You know which | is which because you know which one you're pointing at, right? | Grustaf wrote: | How would I know that? | scoutt wrote: | From TFA | | > Hover the cursor over the images to see the remastered | VGA version. If you're on a iOS device, you can simply tap | the images | Grustaf wrote: | Ah, I just opened the page and scrolled down, saw what | looked like pairs of images but couldn't really tell if | one had more colours than the other. The text didn't help | to enlighten me either. But now I see the description in | the intro. | chrisseaton wrote: | How do you think I know it? I'm just trying to help you use | the site and access the content, mate. | Spare_account wrote: | From the HN commenting guidelines: | | > _Please respond to the strongest plausible | interpretation of what someone says, not a weaker one | that 's easier to criticize. Assume good faith._ | chrisseaton wrote: | Eh? I did assume good faith. I checked if they were | wanting a serious reply because it wasn't clear, then I | explained how to do what they wanted to do, even though | it was already in the article. | Spare_account wrote: | Perhaps I've fallen victim to a regional language | difference but even with the most generous interpretation | I could manage, the addition of "mate" on the end of your | comment left me with the impression that you were being | (mildly) aggressive. | | I will refer myself to my own quote from the guidelines | :-) | Grustaf wrote: | Did you really think I was being sarcastic? | distances wrote: | Or on mobile, tap the image. TBH I was also wondering for a | good while where the other images are. | chrisseaton wrote: | Maybe people are confused about the animation as well - the | images are animated but these minor things like doors | moving around aren't the changes they're talking about. | [deleted] | ergot_vacation wrote: | As someone who grew up playing in VGA, EGA was always the | "outdated" option I was glad to avoid (and let's be honest, most | EGA artists did not have the skills of Steve Purcell). But this | makes a pretty damning case in favor of the original art. | | The thing this immediately brought to mind for me was the way | Silent Hill 2 was absolutely massacred a few years back in its | supposed "remaster" (they left out the FOG): | https://en.wikipedia.org/wiki/Silent_Hill_HD_Collection. This | seems to be an eternal pitfall: "Upgrading" graphics while | failing to realize that impressive visuals are about artistic | skill and effort (often MOSTLY), not just technical stats. | danans wrote: | I used to love the credits at the end of old video games - they | were half the motivation to get to the end of the game. Some of | them had surprisingly good, almost cinematic music - I can still | remember the credits music from the end of Sega Master System's | "Ys The Vanished Omens" like it was yesterday. | | Q for players of modern video games: do they still have great | ending credits scenes like that? | danaliv wrote: | Oh, I loved Ys. Ys III on Genesis was one of my favorite games | from that era. | | I only play a select few contemporary video games, so my sample | is somewhat limited, but none of them have had the sort of | credits scenes that we enjoyed in the '80s and '90s. Nowadays | it's just another cutscene like all the others sprinkled | throughout the game. In fact, when I finished the main quest | line in Assassin's Creed: Valhalla, I wasn't even sure I was | done! This might be particular to open world games though, | which don't really have an end, per se; you just sort of run | out of things to do. | ergot_vacation wrote: | Not even a cutscene in a lot of cases: just the standard text | on black background like you'd see in a movie (though some of | them will do the movie thing and have little "hidden" scenes | cut into the credits at points). | dpeck wrote: | What a great game, I remember playing it for many many hours on | our family's 286 computer. I'm not sure I ever got to the end, | but I definitely remember crashing that biplane :) | Razengan wrote: | Used to fantasize about this game after seeing its ads in | magazines, trying not to feel bad about my Commodore 64. | | Think I actually got to play Fate of Atlantis before Crusade and | that game still blows me away. | qwerty456127 wrote: | I never had an actual EGA GPU and only experienced EGA through | switching to the EGA mode as some games offered. Nevertheless I | feel like there is something oddly | special/atmospheric/psychedelic/whatever in the EGA pictures. I'm | glad I have seen this kind of graphics. EGA is pixel art squared, | it is to colour what pixel art is to actual graphics so never | seeing EGA is the same kind of loss as never seeing pixel art. | the_af wrote: | Ditto, and fully agreed with your post. Though it's odd seeing | EGA called a "GPU"... that's later terminology, back then this | were graphics adapters or, in our street parlance, "graphics | cards" ;) | | There was also an odd time where every graphics card got called | a "VGA" in its broadest sense, unrelated to actual VGA modes. | | I feel it's time to talk about the beloved Hercules adapter and | SIMCGA! | cousin_it wrote: | Yeah. I never played this game, but the EGA scenes feel evocative | and the VGA ones don't. Similar to the Loom discussion the other | day. | | Mostly it feels like the EGA artist was better at dramatic | lighting. For example, in the EGA version of the dead templar, | the neck area is pure black for a reason: it makes the skull, the | focal point of the image, stand out more. But in the VGA version | they decided to paint something there, so the image became less | focused. | Agingcoder wrote: | Try it! I have very fond memories of this game. It's maybe not | on par with fate of Atlantis, but still really good. | mosdave wrote: | > It's maybe not on par with fate of Atlantis, but still | really good. | | thanks, I was hoping someone would comment on this. I haven't | played this one, but FoA is one of my favorites. | soenkeliebau wrote: | I don't know, in the EGA version the sarcophagus is much more | prominent, which takes away the focus from the face quite a | bit. To me the VGA version actually feels like it is more | focussed on the face and shield by making the background less | intrusive.. | subbz wrote: | It feels like the EGA is the original. ___________________________________________________________________ (page generated 2021-03-17 23:00 UTC)