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Monkey Island for Commodore 64 Ground Up

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61–70 of 78 posts

Re: Monkey Island for Commodore 64 Ground Up

#61
post #7

The EGA version is the original version of the game, and is gorgeous. Most people don't realize that by playing the more colorful VGA version, they're experiencing an inferior redrawn remake. More: https://news.ycombinator.com/item?id=26446738

Watching this, neither version seem as good as I remember the Amiga version looking, which was still dithered but looked better than the EGA version. Obviously hard to say without a direct video comparison.

Re: Monkey Island for Commodore 64 Ground Up

#62
post #54
post #51

Earlier quoted context omitted.

> this is probably closer to the original: https://www.c64-wiki.com/wiki/Color Which one? The listed palette looks nothing like the screenshot on the same page. Notably, there's no way that light blue for example (which is the default font and border), nor the dark blue (which is the default background). The screenshot is how I remember the C64, and consistent with other screenshots and photos. The listed hex codes a…

This is the link you're looking for: https://www.colodore.com/ If you're interested in how this palette (editor) was derived, read this: https://www.pepto.de/projects/colorvic/ . The discussion on the above site is an update of the original post by the same author: https://www.pepto.de/projects/colorvic/2001/

Interesting. I have the pixel art book Pepto refers to, it is very nice.

Re: Monkey Island for Commodore 64 Ground Up

#63

God, I wish a new modern game would capture the essence of Monkey Island, which for me was the ISLANDS themselves. I didn't care much about the actual main story, Ron Gilbert was never serious about the story anyway (and he coldly murdered it in the long-awaited "official" sequel, Return) But I loved how each island was like a unique mini world onto itself, and as a kid it really struck me how it was always night on…

The artwork is an unique style and a part that takes most time, trying to find artists that who are available for commission is where I'm struggling at for my game.

Trying to keep integrity and genuine without using AI but it's looking like I may have to originate to pixel art style.

Re: Monkey Island for Commodore 64 Ground Up

#64
post #24

Earlier quoted context omitted.

Comparison: https://youtube.com/v/86O3PxdLrg8 Personally I think the VGA version often looks better at least post-intro, but opinions may differ.

This comparison is a bit misleading, as you are not watching the game full screen, but at 1/4 screen size with video compression artifacts. This helps the EGA dithering tremendously. In reality, dithering can only help you so much, when you have gigantic pixels and 16 colors... It is a remarkable feat what they achieved despite the limits of EGA, but it can't really compare to VGA.

Old CRTs helped blur the image. For that matter, C64 games on TV screens (which is how most people watched them, even though there existed dedicated Commodore monitors) blurred the image so much, the games barely resembled what you can see now with an emulator and a modern screen. Graphics were designed with this in mind.

> It is a remarkable feat what they achieved despite the limits of EGA, but it can't really compare to VGA.

In many cases, especially in the early days, artists didn't know what to do with so many colors, and produced inferior versions. Loom is a good example. The conclusion is that it's less about hardware capabilities and more about artistry, and technical limitations often force artists to be ingenious.

Re: Monkey Island for Commodore 64 Ground Up

#65

The good old Commodore did not have nearly enough memory to store all these beautiful images as screen sized bitmaps. Most of the games used text mode with a custom character set. I always wondered how this worked on the Amiga and PC ports of the classic games. Did they just copy the approach and use text mode as well or did they use proper bitmap images as backgrounds? Same question for games that were native to the…

I'm not so familiar with the C64, but Monkey Island did indeed use graphics mode on all the 16/32 bit systems it supported - PC graphics cards had their video memory on the card (same as they do today), so saving memory by using text mode didn't make sense. The only problem with that was that the CPU had to be used for any processing of the video memory, so especially scrolling the whole screen was sometimes a bit slow with weaker CPUs. The Amiga and Atari ST didn't have a dedicated text mode.

Re: Monkey Island for Commodore 64 Ground Up

#66
post #22

Earlier quoted context omitted.

Comparison: https://youtube.com/v/86O3PxdLrg8 Personally I think the VGA version often looks better at least post-intro, but opinions may differ.

Great video. I think both ega and vga look good, depending on the scene (I prefer ega backgrounds but vga close up). The music however, floppy is best and the cd version is the worst. I played with the internal speaker myself. The cd music sounds off to me, but cannot pinpoint why exactly. Cga seems to be 1-to-1 conversion of ega. It only looks bad because of the strong cyan and magenta. But thats a hardware limitati…

> Cga seems to be 1-to-1 conversion of ega

I'm not sure. The dithering is obviously different, not only harsher but in different places in many scenes. Also, the splash screen doesn't have scrolling clouds in the CGA version. And there are other subtle changes.

Call me weird but there's a certain charm to the CGA version, though it's obviously the worst of them. My favorite is the EGA version.

Re: Monkey Island for Commodore 64 Ground Up

#67

God, I wish a new modern game would capture the essence of Monkey Island, which for me was the ISLANDS themselves. I didn't care much about the actual main story, Ron Gilbert was never serious about the story anyway (and he coldly murdered it in the long-awaited "official" sequel, Return) But I loved how each island was like a unique mini world onto itself, and as a kid it really struck me how it was always night on…

> I didn't care much about the actual main story, Ron Gilbert was never serious about the story anyway (and he coldly murdered it in the long-awaited "official" sequel, Return)

I get what you mean, but I thought Return was a genuinely good game, done with passion, and miles better than the other MI sequels after 2. Of course, the original MI is still my favorite, followed closely by MI 2.

It's a shame some fans turned so toxic, Ron Gilbert had to turn off comments in his blog (edit: but I see has has since turned them back on. Yay!).

Re: Monkey Island for Commodore 64 Ground Up

#68
post #60

Earlier quoted context omitted.

This sounds so snobby. VGA Loom was absolutely stunning. I can understand that you may appreciate EGA more, but "messed up" sounds hyperbolic imo.

I won't go over the details, but if you look at the website mentioned in the other thread from 2021, you'll see I'm not being hyperbolic. EGA Loom is a work of art. VGA Loom misread the style and completely obliterated it, in its eagerness to deploy that early VGA "pillow shadow" style so typical of games of that era. (I love the term "pillow shadow", so apt now that I've learned it!). Every nightly blue gone, light…

Addendum: Brian Moriarty, Loom's author, also thinks the 256 color version is inferior. See here (~46:30): https://gdcvault.com/play/1021862/Classic-Game-Postmortem

Re: Monkey Island for Commodore 64 Ground Up

#69
post #12

Earlier quoted context omitted.

Well, I think I prefer the slightly less...uncanny character portraits in the EGA version. The rest of the game seems a bit of a wash; some of the backgrounds are a little more striking in EGA, some look much more refined in VGA. And the sprites look much better and more colourful in VGA. I don't think it suffered as much moving to 256 colours as Loom did (what that original thread was about). And we should also reme…

> I think I prefer the slightly less...uncanny character portraits in the EGA version. I'd personally say the EGA portraits look far more uncanny, resembling early CGI, while the VGA version looks like a hand-drawn book illustration. https://youtu.be/86O3PxdLrg8?t=181 Still, opinions can differ. > looking at it unfiltered on a modern display isn't really giving a great sense of the warm glow either version would've h…

There are great CRT-shaders these day that would remedy this.

Re: Monkey Island for Commodore 64 Ground Up

#70

God, I wish a new modern game would capture the essence of Monkey Island, which for me was the ISLANDS themselves. I didn't care much about the actual main story, Ron Gilbert was never serious about the story anyway (and he coldly murdered it in the long-awaited "official" sequel, Return) But I loved how each island was like a unique mini world onto itself, and as a kid it really struck me how it was always night on…

When I was a little kid Monkey Island honestly felt magical, even though the gameplay is essentially a linear puzzle it really did feel like you were walking around a little living world and just how cinematic and seamless the opening titles are to the first scene too just didn't feel like any other videogame, more like a little movie world. But yeah the best thing about it was always the atmosphere and world, less s…

I would have loved if Guybrush vs LeChuck were just something in the background lore, and you were an actual nobody pirate just hanging out with random characters like Kate Capsize, Stan, and all the other quirky one-shot NPCs and have side quests with each.

Like imagine a side arc to overthrow Governor Phatt and so on :)

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