[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)