[HN Gopher] Loom EGA/VGA Comparison
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       Loom EGA/VGA Comparison
        
       Author : ingve
       Score  : 157 points
       Date   : 2021-03-13 10:16 UTC (12 hours ago)
        
 (HTM) web link (www.superrune.com)
 (TXT) w3m dump (www.superrune.com)
        
       | jakedata wrote:
       | Seeing the original EGA graphics gave me a wave of nostalgia I
       | wasn't prepared for. The first time I saw an EGA screen was at
       | Radio Shack, setting up a Tandy 1000 system on the sales floor.
       | Having only ever used a television as a computer display I was
       | absolutely blown away by the clarity of the screen. I ended up
       | using my employee discount to purchase a Tandy 1000 TX and
       | hacking some weird CRT connection together to get the Tandy 16
       | color CGA working in time for college. Couldn't afford EGA at the
       | time but I eventually moved up to a Trident VGA adapter when I
       | had saved enough. I sort of left gaming behind after Doom and
       | Goldenaxe but the early 90s was a fun time.
        
         | kwanbix wrote:
         | My first computer was an original IBM PC XT. It had 8088, 640kb
         | or RAM, 20MB Seagate HD, and a 360kb dd. Software was so lean
         | that we would use smartdrive (or something like that), to use
         | 360kb of RAM as a virtual disk and copy the games there so that
         | they will load faster.
        
           | tartoran wrote:
           | Same with my first PC. It was the around 1991 and that 20Mb
           | harddrive seemed like an enormous space, I had so much
           | software and games on it. And also had windows 3.0 which
           | kindof sucked so I was spending most time in DOS.
        
           | inglor_cz wrote:
           | In 1995 I bought my first computer, a very old original IBM
           | PC XT for about USD 100. That was my economic limit.
           | 
           | 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.
        
             | tonyarkles wrote:
             | The details are foggy, but Loom in particular had some way
             | to be playable on monochrome graphics, perhaps with some
             | kind of CGA emulator. I have vivid memories of playing
             | through this game on my Compaq XT clone in black-and-yellow
             | with no mouse. Similar time frame; my family got the
             | machine around 93-94 on a pretty low budget, but I learned
             | a TON on it until we managed to buy a Pentium 133 a few
             | years later.
        
               | trm42 wrote:
               | I remember playing some CGA games with some Hercules
               | graphics card. There was two TSR programs which made it
               | possible to run CGA color games with the yellow-on-black
               | Hercules display.
               | 
               | Can't remember the name of the other one but one of them
               | was definitively SIMCGA [https://www.pcorner.com/list/GRA
               | PHUTI/SIMCGA41.ZIP/INFO/]
               | 
               | Without that awesome program my childhood would've been a
               | lot less intresting.
        
               | tonyarkles wrote:
               | Solid memory! It was definitely SIMCGA that I had and it
               | worked awesome. Thanks for the nostalgia hit!
        
               | Zardoz84 wrote:
               | I remember playing some Spiderman game for PC with ega
               | graphics (or at least had a 16 color palette) on the 286
               | of my father with monochrome (Hercules ?) display.
        
             | jakedata wrote:
             | That IBM XT keyboard would be worth $100 today if you could
             | find it.
        
               | inglor_cz wrote:
               | Unfortunately it is long gone. Our living space back then
               | was too limited to keep old machines around. Actually, it
               | still is.
        
       | Andrew_nenakhov wrote:
       | Loom was the first quest game I ever played, and it still is a
       | marvel. replayed it a couple of years ago and was really
       | surprised how well it ages - way better than Monkey Island, I
       | must say.
       | 
       | This comparison is a very good reminder that severe limitations
       | sometimes produce greater results. EGA version looks so much
       | better than smoothly colored VGA.
        
         | protomyth wrote:
         | I loved Loom but looking at what Wikipedia says were release
         | platforms, I'm going to have to dig out the box because I
         | didn't have one of those. It is one of the only old video games
         | that I still have the box because it was so fun.
        
         | raldi wrote:
         | Is there a way to legally play the EGA version these days?
        
         | bishop_mandible wrote:
         | I'm a big fan too.
        
           | Andrew_nenakhov wrote:
           | Oh, pleasure to meet you, Transultimate Apostle!
        
         | vaylian wrote:
         | How appropriate. You weave like a duck!
         | 
         | Okay, I'm asking you about Monkey Island: Why do you think it
         | did not age that well?
        
           | Andrew_nenakhov wrote:
           | The interface. All that grid of available actions, just too
           | many options. Later quests evolved to have fewer actions (see
           | Full Throttle), and later the only option left was general
           | 'interact' action.
           | 
           | In this regard Loom was already ahead, with all actions
           | replaced by general 'cast' action, and the exact combination
           | of notes was the puzzle.
        
             | whywhywhywhy wrote:
             | Funnily enough Monkey Island was already redeuced actions,
             | Maniac Mansion and Zak Mckracken had even more.
        
               | Andrew_nenakhov wrote:
               | It is easy to understand, why. Graphical adventure games
               | were direct successors of text adventure games, where
               | players interacted with the world via text commands, and
               | you could have dozens of them without cluttering the
               | interface.
        
             | nottorp wrote:
             | I've heard Bethesda is working feverishly to remove all
             | options from their games and just leave an "interact"
             | button.
             | 
             | Your dream will come true in Elder Scrolls VI i guess.
        
               | Andrew_nenakhov wrote:
               | It's not my dream per se, but in Monkey Island 1&2, when
               | stuck and without an internet walkthrough, it was
               | extremely frustrating to try out all the actions on all
               | the objects. Full Throttle and Grim Fandango improved on
               | that old model immensely, and Loom's interface turned out
               | to be 10 years ahead of the curve.
        
               | nottorp wrote:
               | You do remember you had to write down the songs right?
        
               | npunt wrote:
               | I think that type of thing can really enhance a game if
               | done right. It engages more of your senses and gets you
               | (literally) thinking outside the box. It makes you feel
               | like you're learning and demonstrating a skill, but in
               | actuality the skill is just being attentive. The original
               | came with a booklet [1] where you could write down the
               | spells next to explanations of what they did, seems like
               | an excellent way to do it.
               | 
               | [1] https://youtu.be/WFl7Q1Io51c?t=370
        
               | Andrew_nenakhov wrote:
               | Btw when I played it for the first time I just didn't
               | understand that the pattern played backwards did the
               | opposite. I thought that those are different spells, and
               | it made things so much harder. Only many years later when
               | I came back to replay Loom I noticed that some patters
               | are suspiciously similar... oh boy.
        
               | vaylian wrote:
               | For the dancing skeletons?
        
               | Andrew_nenakhov wrote:
               | Yeah, the hip bone connected to the arm bone. This song
               | is etched in my mind forever.
        
       | pmontra wrote:
       | > If you're on a iOS device, you can simply tap the images.
       | 
       | Surprisingly it works on Android too and probability with every
       | other mobile OS. s/iOS/touchscreen/ ?
        
       | smrq wrote:
       | Fans of Loom might want to check out Brian Moriarty's earlier
       | masterpiece, Trinity. It lacks the beautiful EGA graphics, of
       | course, but the atmosphere of the game feels very similarly
       | moody.
        
       | m34 wrote:
       | Nice comparison. I wonder what the differences between both would
       | be on real hardware (graphics adapter+CRT screen), especially for
       | criteria like vibrancy and apparent smoothness.
       | 
       | 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?
        
       | vanderZwan wrote:
       | > _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._
       | 
       | I only see the remastered images for _some_ of the images, is
       | that as intended?
        
       | njharman wrote:
       | Obviously in minority here (wonder if because never having played
       | or seen I have no nostalgia, I'm 50 and played EGA games back
       | then ).
       | 
       | 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.
        
         | ratww wrote:
         | Yeah, I also played both and I agree with you. This page also
         | cherry-picked the examples. The EGA shading is ok but it
         | doesn't work as well in the Glass city, Dragon cave or in the
         | the last scene, for example.
        
       | kruxigt wrote:
       | The original is truly beautiful. Makes me want to go play some
       | old games!
        
       | overgard wrote:
       | I think this is a really good example of how adding constraints
       | can really enhance creativity. Frequently the worst thing for
       | creativity is giving people too much to work with rather than too
       | little. The EGA version had to work within strict technical
       | constraints, and so the end result is more nuanced than you would
       | ever expect. The VGA version didn't have that problem, and so
       | it's sloppier and less inspired.
        
       | bstar77 wrote:
       | The same is true for Monkey Island 1. The reason the VGA versions
       | are inferior is because they replaced Mark Ferrari's amazing
       | dithered EGA backgrounds. Additionally, the VGA versions used
       | scanned art in spots, so it feels less sharp and detailed. I'm
       | not sure who did the VGA treatments, but I doubt it was Ferrari.
       | Ferrari did many (if not all) of the backgrounds in Thimbleweed
       | Park. The guy is incredible. I'm lucky that I played and beat
       | both Loom and Secret of Monkey Island before they went VGA as a
       | kid. We were kind of brainwashed back then to think more is
       | always better. I always preferred the EGA versions but never
       | really knew why until I was much older.
       | 
       | 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
        
         | Narishma wrote:
         | I think you mean CGA palette. The EGA had a 64 color palette
         | but you could only use 16 at a time.
        
           | bstar77 wrote:
           | I was referring to the default EGA pallet which is what games
           | used back then.
        
             | Narishma wrote:
             | Yes, that would be the CGA palette. It's also the default
             | in EGA and VGA (the first 16 colors).
        
               | henrikschroder wrote:
               | I think you're technically correct, but that's not how
               | these games used those graphics modes.
               | 
               | 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.
        
           | mrob wrote:
           | Standard EGA didn't support the extended palette for 200 line
           | modes, because it would break backwards compatibility with
           | CGA monitors. Some EGA monitors had a switch to enable it,
           | but software support was very limited.
        
           | bitwize wrote:
           | "It's supposed to smell like a Wallmart electric force field
           | generation unit, but we could only do 16 different odors in
           | EGA, so it smells a lot like the time pod."
        
           | nine_k wrote:
           | EGA could show only 16 colors on screen at once; CGA, 4.
           | 
           | 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.
        
         | ggambetta wrote:
         | I played Monkey Island directly on VGA, so the EGA version just
         | looks too old fashioned for me :-/
        
         | dccoolgai wrote:
         | Ditto on being a Ferrari fan. Been re-reading this article for
         | years, I think you'll enjoy it if you haven't seen it yet.
         | http://www.effectgames.com/effect/article-Old_School_Color_C...
        
           | herodoturtle wrote:
           | That was a fantastic read - especially the linked Q&A with
           | Mark Ferrari contained therein.
           | 
           | 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...
        
           | modeless wrote:
           | Fans of Mark Ferrari should get the Living Worlds app. You
           | can have his art as your wallpaper.
           | https://pixfabrik.com/livingworlds/
        
         | whywhywhywhy wrote:
         | Loved Loom on the Amiga, always felt the lower color versions
         | of Monkey Island and Loom looked better.
         | 
         | 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.
        
           | bstar77 wrote:
           | Actually, the EGA version has a sunset background at the dock
           | and the VGA version is after it has set.
        
       | aidenn0 wrote:
       | Loom is arguably the best looking EGA game. I hadn't seen the vga
       | version prior to this. There doesn't seem to be the coherency of
       | style that the originals had
        
       | kjrose wrote:
       | I am always amazed as I look back at cga and ega graphics how
       | incredibly versatile the designers were. Working with extreme
       | limitations and still able to produce a mood and look that blows
       | my mind.
       | 
       | Same with really good ansi artists.
        
       | gorgoiler wrote:
       | How can I play the original EGA version?
        
         | ghostDancer wrote:
         | Loom is easy to find, you can get it on GOG, is on reduced
         | price several times a year. And then use SCUMMVM and you can
         | even play it on your phone.
        
           | Narishma wrote:
           | But does it include EGA graphics or only the remastered
           | graphics like a lot of re-released old games do?
        
             | ghostDancer wrote:
             | The one on GOG is the VGA version, for the EGA one you need
             | to resort to other sources more on the spirit of Monkey
             | Island :-) .
        
         | gattilorenz wrote:
         | Using ScummVM on any existing platform. The game should be
         | easily... found online.
        
           | logbiscuitswave wrote:
           | You can buy from Steam for pretty cheap, and then customize
           | by loading in a recent version of ScummVM. This also works in
           | 64-bit only versions of MacOS as where the base title is
           | otherwise incompatible.
           | 
           | 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.
        
       | Macuyiko wrote:
       | > The original EGA background art for Loom was made by Mark
       | Ferrari
       | 
       | Obligatory recommendation for this talk by Mark Ferrari:
       | https://www.youtube.com/watch?v=aMcJ1Jvtef0 - truly an artist
        
         | bajsejohannes wrote:
         | Wow, that's amazing. Here is one of the galleries he's showing
         | in the video: http://www.effectgames.com/demos/canvascycle/
         | 
         | I couldn't find the one with adjustable time of day, though.
        
           | dividuum wrote:
           | Just bought https://pixfabrik.com/livingworlds/ as a result
           | of your post. It has multiple variants for each scene
           | depending on time of day.
           | 
           | edit: Also found the web version:
           | http://www.effectgames.com/demos/worlds/
        
       | nine_k wrote:
       | The difference is striking. I only played the EGA version, and
       | showed it to my children.
       | 
       | 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.
        
         | tartoran wrote:
         | Yes. I remember playing the game in EGA because thats the most
         | I had at the time and it was very iconic. Looking back, it and
         | many games of the time remain iconic Lucasart/Sierra/etc.
         | Modern games have advanced enormously but they're lacking a
         | certain aspect that is very hard to engineer and all that
         | complexity anounts to something but in the end it all looks the
         | same and lacks the personility games used to have.
        
       | Eric_WVGG wrote:
       | Wow, I remember this remaster... I definitely had a feeling of
       | the magic being gone in the CD-ROM version. I blamed the C-list
       | voiceovers and overly lush production of the music... the old
       | "sound blaster" score had this delicate and deliberate (what we
       | would later call "chiptune") sound, whereas the CD was just
       | _wrong_. But yes, the graphics were inferior too.
       | 
       | 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.
        
         | Eric_WVGG wrote:
         | ... here's a vid where you can see a live playback of both
         | versions simultaneously. Yeah, the voices are as cringe as I
         | remember. The music is lacking. Melodrama. It's just bad.
         | https://youtu.be/Tsmt29AJBaE
         | 
         | [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))
        
       | cousin_it wrote:
       | It feels like the VGA version got painted over by a non-artist.
       | Look at the trees in the graveyard scene, the pillow shading is
       | inexcusable. The EGA is still great though. Mark Ferrari's other
       | work is good too, check out
       | http://www.effectgames.com/demos/canvascycle/
       | 
       | 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.
        
         | JdeBP wrote:
         | This hits the nail on the head, I think. Other comments talk
         | about limitations of EGA, but that really isn't the problem
         | exhibited here. The problem here is _not drawing things right_.
         | 
         | 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?
        
         | Rapzid wrote:
         | I agree; it's just uninspired, poor artwork. Preferring the EGA
         | style doesn't make the VGA art not bad. I might go so far as to
         | say it's objectively bad.. You could almost certainly get a
         | consensus on that from a group of talented artists..
         | 
         | 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.
        
         | raldi wrote:
         | _> Look at the trees in the graveyard scene, the pillow shading
         | is inexcusable._
         | 
         | 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.)
        
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       (page generated 2021-03-13 23:01 UTC)