Loom EGA/VGA Comparison
superrune.com
superrune.com
I'm working on a few game concepts and made the decision to solely use the EGA pallet. It has to be one of the worst pallets out there, but when done well the results can be astonishing. You have to use dithering and you have to use some unusual colors (cyan and magenta come to mind). This creates a very unique, nostalgic feel that only EGA can produce. I also love adding interesting technical constraints to my game ideas.
"The enemy of art is the absence of limitations." -- Orson Welles
Thanks for sharing!
Edit: Here is a direct link to the Q&A for those that are interested (but courtesy of course to the person above for the original source link): http://www.effectgames.com/effect/article-Q_A_with_Mark_J_Fe...
A game with "CGA graphics", used the 320x200 mode, which had one of two fixed four-colour palettes, red/green/yellow/black or cyan/magenta/white/black. It was godawful.
A game with "EGA graphics" used the 320x200 mode, and the 16 colour fixed palette. This mode overlapped perfectly with graphics modes on the Atari ST and the Amiga 500, which allowed game developers to make games that looked exactly the same on all three.
So all the classic LucasArts games, from Maniac Mansion to Monkey Island simply ran on a port of SCUMM on each platform, and re-used the graphics assets straight up.
Sierra did the exact same thing in this era, they had their own game engine, and games like Police Quest II, Quest for Glory and King's Quest IV looked exactly the same on all three platforms.
VGA was capable of 256 colors in 320 x 200 mode, as well as in the undocumented 320x240 "X mode", the latter had the perfect square pixels.
You can tell the color limitations led some of the atmosphere direction. Same deal with both the island at the start of Loom and the town at the start of Monkey Island, the EGA versions feel like they're night but the VGA feel like early evening.
* Grey values * Grey-blue * Grey-yellow * Grey-green * Yellow-red * Yellow-brown * Yellow-grey * Blue-brown * Blue-green * Blue-purple
With this setup, you often have to live with a harsh transition between extreme color saturation and no saturation. You can see the result in the way Ferrari's backgrounds are formed - usually only one or two color ramps plus dither, ignoring a lot of the palette, heavy shadows and rim lighting to indicate the color without a hue shift.
It's actually really great if you are going for a warm-cool contrast because you can run lengthy ramps of reds and blues.
Many people think the charm of Loom is due to pixel art, but that's not true. The aesthetic was consciously borrowed from Eyvind Earle's work on Sleeping Beauty, which was very much high res and full color. The main antagonist is based on Maleficent.
The graveyard scene has the trees illuminated from the side opposite to the sunset. The original has them illuminated by the sunset. The scene with the pipes has several of the shadows wrong for the apparent light sources, compared to the original.
And where did the birds and the will-o'-the-wisps go?
Thanks for introducing me to the term (which led to an explicit definition) for something I've perceived before but never clearly.
The tombstones and sunset firmly establish the light source at the horizon. The foreground should be in silhouette (as it was initially) and there's no explanation for why the center of the trunks would receive more light than their edges.
(However, both versions of the dock, and the furnace with the angled pipes, are pretty terrible about light sources.)
That's weird because it's the defining characteristic of the cheap art of the VGA era.
Epic Games was big into pillow shading. Jill of the Jungle, Solar Winds, Jazz Jackrabbit...
They'd define seven hues, 8 shades of each hue, reserve the last 8 shades for monochrome, and then just paint things in from the side of the object.
The pillow-shading aesthetic stuck after we moved on to 16.7 million colors and there was no reason to think about color that way anymore.
A frustrating legacy.
I don't think they spent much money on the remaster. There are tons of these though all the way to now. Remasters that fail to capture the original art direction and substitute middling art.
Within the past decade there are more and more good remaster examples. Studios seem to be putting more money into them, and better talent is involved.
Have a look at the second image (jail), especially the lamps and the grate. They should be more angular in higher resolution, not less. https://rebell.at/artikel/day-of-the-tentacle-bekommt-ein-re...
This kind of modernization can be done right... Jim Burton movies and Babylon Berlin borrowed from German expressionism, especially in certain scenes - often night scenes. Tentacle is somewhere in between - the artists could have taken their inspiration from looking at the Caligari (1920) - Batman (1989) - Babylon Berlin scale and some 30s cartoons.
Disclaimer: I cannot art for shit. I can only look and talk about it.
Obligatory recommendation for this talk by Mark Ferrari: https://www.youtube.com/watch?v=aMcJ1Jvtef0 - truly an artist
I couldn't find the one with adjustable time of day, though.
edit: Also found the web version: http://www.effectgames.com/demos/worlds/
This is a great example why making things look realistic is not always a good idea in game design. There is a good reason why some games should not look like your daily life.
The dream-like rendering of old games is one of their principal attractive features. This is what I dearly miss in modern games, which sweat over hyper-realistic rendering and tend to look like a documentary with some haphazard CGI / AR effects slapped onto that. Some old games instead would take you to a visually impossible but utterly beautiful neverland, as shown so well in the article.
I hope some game designers will realize this, and try to make another explicitly visually unrealistic game which is a piece of art.
https://obradinn.com/ http://www.antichamber-game.com/ https://www.supergiantgames.com/games/hades/ https://store.steampowered.com/app/1057090/Ori_and_the_Will_... https://store.steampowered.com/app/239030/Papers_Please/ http://kentuckyroutezero.com/ https://store.steampowered.com/app/48000/LIMBO/ https://store.steampowered.com/app/557600/Gorogoa/ https://www.monumentvalleygame.com/
I would have expected the EGA and soundblaster approach to work great for a cartoonish game like Monkey Island, but Loom was more like a Rankin-Bass or a gothic Disney movie (think Black Cauldron). Everything about the themes indicate that lush visual canvases and a live orchestra would be the way to go.
Textbook case of severe limitations leading to great art, I guess.
[edit] even that video doesn’t quite get the best score. They’re playing EGA with no soundcard at all. Here’s the game with an AdLib / SoundBlaster score, hardware standards that were just catching on when Loom was being developed. https://youtu.be/qxoRHAY3CM0
And here’s the Roland MT-32, the card that everyone knew was the best, and no 13 year old could possibly afford. THAT’S the premium experience. https://youtu.be/SVYI2logmXs
((It’s all Tchaikovsky, by the way))
This comparison is a very good reminder that severe limitations sometimes produce greater results. EGA version looks so much better than smoothly colored VGA.
Okay, I'm asking you about Monkey Island: Why do you think it did not age that well?
In this regard Loom was already ahead, with all actions replaced by general 'cast' action, and the exact combination of notes was the puzzle.
Your dream will come true in Elder Scrolls VI i guess.
They were the most memorable features of the game they were in.
But I don’t see it. The VGA looks fine. The space scene OA labels cheap looks way better to me. The EGA scenes aren’t worse or better, just highly stylized. They’re in different styles. You may prefer the minimal style but that doesn’t make the other style bad.
It had a MDA card, no graphics at all. The rest of the hardware was as you describe.
I was at least able to exchange the MDA card for a Hercules and play some very oldie games on a monochrome monitor.
Can't remember the name of the other one but one of them was definitively SIMCGA [https://www.pcorner.com/list/GRAPHUTI/SIMCGA41.ZIP/INFO/]
Without that awesome program my childhood would've been a lot less intresting.
I‘m aware that emulators nowadays ship with tube distortion and scanline filters/shaders, but is there a more "physical model"-based approach that properly implements raster and pixel over-/afterglow?
Same with really good ansi artists.
I only see the remastered images for some of the images, is that as intended?
Surprisingly it works on Android too and probability with every other mobile OS. s/iOS/touchscreen/ ?
Beyond the graphical changes, I also seem to recall that the script is somewhat different in the EGA version. I wouldn’t be surprised if there was a fix from the community for this, though.