![]() ![]() ![]() I don't think that any artist on MI1 will say that he liked his 16 colors work better than his 256 colors work. They also had a CGA-Composite version (check out Zak1 in Composite, it looks amazing compared to the RGB emulation of CGA). They didn't use on the computer generated EGA by choice, but because that's what most peope still used, so they had to produce for them. It's not so much about "how did the artist want this scene to look" and more about "what were the tools the artist had". In later games they had color transisions again (I think we can see one in MI2 when diving). I think that was the reason the sunset was cut from the VGA version of the game. VGA256 had of course a much better image quality, but doing a color transition in 256 colors requires of course a lot more effort than in 16 colors. Monkey Island 1 used the same technique, all was hand drawn - and programmed. Loom was one of the first games heavily relying on dithering, that's when you could see the difference when comparing backgrounds done by different artists. The second best thing would be the Amiga-version with the old interface, but of course reduced colors (32 color version of the VGA version with EGA sprites).īefore Loom all games basically looked the same. But I was never able to get my hands on that one. Neumi5694: Right, I thought I had seen that somewhere.
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