Monkey Island: all 13 versions side by side

(monkeyisland.pages.dev)

179 points | by maximilianburke 7 hours ago

26 comments

  • tjeerdnet 2 hours ago
    Every time I see CGA graphics in cyan, magenta, black and white it reminds me of my youth and how 'cold' it felt at the time to see those graphics, I could never really get used to it. When EGA/VGA graphics came along it felt so warm and in my experience games really started to come to life.

    Respect for the graphics artists in general for that time to be able to make something out of almost nothing, four colors or less and/or black and white low resolution.

    • beefsack 13 minutes ago
      Games which were made especially for CGA did often look really cool.

      Possibly not the best example but I do feel like Alley Cat looked great in CGA: https://i.ibb.co/wNDvgzQ8/alleycat.gif

    • simonjgreen 53 minutes ago
      Ditto. My first ibm compatible was CGA, and those pallets represent a really specific era in my memories. I actually jumped from CGA to VGA (DOS to Win3.1 as well!) and it was like somebody had switched on all the lights in a precisely dark room.
    • Kurtz79 29 minutes ago
      Not graphics, but even the PC speaker intro had some significant effort put into it, considering how limited it was as a sound source.

      https://www.youtube.com/watch?v=1IOL4q5tDDQ

    • codesnik 1 hour ago
      I never understood the choice of default CGA palette colors. amber and green wasn't much nicer to me, and it was even more rare in games.

      though, "The Eternal Castle Remastered" (2019) used the same palette, and it was pretty good.

      • simonjgreen 55 minutes ago
        The CGA palettes were designed with three main objectives: good contrast on composite and black and white displays, high contrast productivity UX, and simple ttl circuitry. There was a limit of 16 colours, but if you wanted to step up resolution you had to compromise by selecting fewer colors. A major compromise choice was resolution vs colours. High resolution cost you your magenta and yellow. Have a google for the mode 4 and mode 5 pallets and mathematically why they are the way they are, it’s super interesting if you’re in to retro tech.

        In the later era, as EGA and VGA gained, I think CGA became a bolt on by some game devs, to accommodate that dwindling audience, so the problem was compounded by it being very second class citizen.

    • g-b-r 1 hour ago
      Yeah, CGA was really absurd, I'm glad I've never had a computer with that
  • haunter 30 minutes ago
    I replayed the series recently and I think the gameplay didn't age that well especially after you played some japanese puzzle games like Professor Layton or Ace Attorney. It's not the difficulty of the puzzles but rather there is almost nothing intuitive about them and a lot of times they are detached from the story. The story, the writing, the humor, and the characters holds up of course but not the gameplay.
    • aces98 24 minutes ago
      I love both game series, but Ace Attorney has multiple moments where you lose by presenting evidence too early or the "wrong" piece of evidence (even though it would also prove your case). The later games are better but even the Great Ace Attorney has instances of this.

      Professor Layton almost all the way through includes trick puzzles which have non obvious answers as well.

      Obviously the games aren't perfectly obvious and later games are much better, but they are generally much more obvious than something like King's Quest which was properly brutal. I remember needing occasional hints to manage monkey island but nothing like completing King's Quest where I had to constantly check the walkthrough.

  • kingrolo 1 hour ago
    Beautiful. I love the CGA interface.

    When I see monkey island I always think of the Amiga copy protection on monkey island 2. The game was on something like 13 floppies that you had to keep switching but there was only super hard copy protection on disk 7 or something so you'd get part way through the game before getting scuppered. (I was only about 10 years old).

  • damethos 1 hour ago
    I see retro, I upvote. Good times back then with Monkey Island, great art, great adventure game.
  • lmf4lol 1 hour ago
    Sometimes I really wish i could back to this time of my life. Those adventure games had a certain magic that hasn't been reproduced so far. There are some good throw back games on steam, but somehow its different. Is it because I am older now? Would be interesting to be able to experience them from scratch with the mind of my present being.

    Anyway, just on to of my mind: - Indiana Jones , especially the one with the Paris underground and the Nazi fortress. Forgot the name.

    - Monkey Islands

    - Phantasmagoria 2

    - Baphomets Curse 1 and 2 , especially 1.

    - Kings Quest 7 (god, the drawings. Like a Disney movie)

    - Simon the Sorcerer

    All bangers!!!!!

    So many crazy memories. They all had really good stories, a nice humour, tough puzzles and really good drawing. Idk, I really can succumb to nostalgia here :-)

    • tetha 6 minutes ago
      I can very much recommend looking at games developed and published by Wadjet Eye Games.

      You can see the learning throughout the years, with the Blackwell Chronicles being a bit linear, and some games in between being a bit of a miss.

      But "Unavowed" or the new "Old Skies" are excellent games I consider on par with the old golden age. "Technobabylon", "Resonance" and "The Excavation of Hob's Barrow" are also very far up.

    • glimshe 16 minutes ago
      Don't we all?

      Going back isn't enough. What I wanted again was the feeling of seeing and playing those games for the first time. The awe. My kids were born in a world where color graphics and digital sound were everywhere so nothing is impressive to them.

    • disillusioned 1 hour ago
      It's different in the core mechanic, but if you haven't played Return of the Obra Dinn, it's one of the most rewarding, well-crafted games I've experienced in the past decade, and scratched a similar itch of the old Sierra games, though again, not a pure text or point and click adventure... more a 3D, 1-bit murder mystery done as a detective game. It's simply brilliant.
      • atombender 1 hour ago
        In the same category of deduction games: The Case of the Golden Idol [1]. Very much reproduces the 1990s game vibe, and a very unique game with an absolutely unique, bonkers story universe. The story extends to the excellent (but aesthetically blander, in my opinion) sequel.

        [1] https://store.steampowered.com/app/1677770/The_Case_of_the_G...

        • Kurtz79 34 minutes ago
          Seconded. I grew up with Lucasarts (and Sierra, to a lesser extent) point and clicks, but somehow I find they had the side effect to pretty much being the peak of that specific type of adventure game, so even if there are plenty of indie modern games of the same style, they somehow never reach the heights of the originals they are inspired by.

          For this reason, I find much more interesting those modern games that scratch the same itch but try different mechanics and styles.

          Obra Dinn and Golden Idol are for sure in my top three of post-2000 adventure games, and I would add Outer Wilds at the top.

      • supermatt 1 hour ago
        Its a great game, but its more of a logic game than a sierra-style adventure in any way: no inventory, no dialog trees, no verbs, and no objects to interact with!

        IIRC, the only interaction with the scene is using the pocketwatch on a corpse.

    • nhhvhy 1 hour ago
      To add to your list, Machinarium is an absolute masterpiece. Beautiful hand drawn art, and some of the best puzzles in the genre (IMO). Anything from Amanita Design is worth playing, but it takes the cake.
      • atombender 1 hour ago
        And they announced the sequel just a few weeks ago!

        My favourite Amanita games are the Samarost series. Something about the lack of dialogue, devious puzzles, quirky humour, and unique aesthetic combining sci-fi with a world of moss, wood, and weird junk.

        Creaks was also excellent, albeit a very different vibe. I couldn't quite get into Phonopolis, although the art direction is stunning.

    • alliao 21 minutes ago
      til Phantasmagoria had sequel.....!
    • ilaksh 1 hour ago
      You can experience them. Just type those titles into a search engine.
      • lmf4lol 1 hour ago
        I wrote: "Would be interesting to be able to experience them *from scratch* with the mind of my present being"
    • g-b-r 1 hour ago
      > the Paris underground

      It was Venice underground, The Last Crusade (Indy3.exe)

      > Simon the Sorcerer

      That's not common to hear, thanks for the throwback ;)

  • guidedlight 2 hours ago
    It’s an incredible that graphics artists provide 13+ variations on the same artwork, especially without the help of modern tools.
    • mjg59 2 hours ago
      I think there's only really two real sets of artwork - the EGA and VGA releases. Some (EGA running on CGA or Hercules, VGA running on EGA) dither down the artwork rather than there being extra artwork for there, and the other versions are largely derived from whichever of EGA and VGA was a better fit for the target platform. Still a meaningful amount of work (especially reducing the 256 colour VGA art to 32 colours for the Amiga port), but it's the kind of thing that happened in games porting in that era.
    • unleaded 2 hours ago
      What sort of modern tools do you think would make it easier?
  • trencedamp 13 minutes ago
    This is beautiful, thanks for making it. My fav game of all time
  • pshc 3 hours ago
    Nice. I want to hear each rendition of the opening title theme.
  • karteum 1 hour ago
    I am very impressed how the 32-color Amiga version is close to the 256-color VGA version (and how much the Atari ST is lagging behind, more similar to the EGA version :)
    • toenail 36 minutes ago
      The Amiga graphics chip had a palette of 4096 colors, you were just limited to 32 at the same time, or 64 with half bright tones, or more with chip/interrupt tricks. I doubt the latter was used on something like monkey island though.
    • networked 57 minutes ago
      The pirate close-up (pointed out by https://news.ycombinator.com/item?id=50495836) confirms: the Atari ST graphics are ported from the EGA version, while Amiga is based off VGA.
  • morsch 2 hours ago
    Don't miss all the options in the menu bar at the top of the screen
  • mr_tox 4 hours ago
    ux 10/10 I couldn't have imagined a better one
  • trm42 1 hour ago
    Beatiful, when comparing PC and Mac versions, I got the feeling that the Mac screenshot has the old Mac gamma 1.8 VS PC gamma 2.2 that Apple started to use not that long time ago...
  • FabCH 4 hours ago
    That’s pretty cool.

    Technically not all. The anniversary re-release is missing.

  • jug 2 hours ago
    I remember being impressed by all these editions even as a teen in the nineties. It's pretty uncommon, especially as a game with graphics on this level. What a nice site that goes in depth with the differences!
  • armcat 2 hours ago
    Ron Gilbert was such a hero for me, and I'm always amazed at what an incredible story-rich gaming experience you could squeeze onto 256 colours and four floppy disks.
  • keithnz 2 hours ago
    TurboVision is the best bit about this :)
  • bob1029 1 hour ago
    The difference in the pirate close-ups is amusing.
  • Sarkie 2 hours ago
    This was posted 3 times and for whatever reason.

    This post did well.

    Guess the right people were awake to upvote it

  • cheapcheerful 1 hour ago
    CGA... oh man, it's like I'm a kid again :)
  • g-b-r 1 hour ago
    The EGA one is the true version for me
    • Kurtz79 31 minutes ago
      I played that version only much later (originally I had it on Amiga and then PC VGA), but the EGA version has indeed a unique charm of its own. It really feels like an alternative, equally good looking relase rather than a downgraded version of the VGA one, which makes sense as iirc it was developed and shipped first.
    • nayroclade 58 minutes ago
      100%. What Steve Purcell and Mark Ferrari achieved with those 16 colors is simply genius. The 256 color version added detail, but lost much of the boldness and elegance of the EGA version.
  • hit8run 2 hours ago
    Had the OG Amiga version and always wondered why it looked different on my friends PC. Back then I was a kid and thought it was the different CRT monitor and not 16 v 256 colors lol
  • kristophph 3 hours ago
    neat :thumbsup:
  • heysabique 2 hours ago
    lfg so clean
  • Vishal_Max 1 hour ago
    [dead]
  • vee-kay 3 hours ago
    [dead]