Evaluating the 16- and 256-shade variations of the classic journey recreation Loom

Loom (formerly) is a traditional Lucasarts adventure video game from the early 1990s, hitting cabinets just as PCs had been making the EGA-to-VGA transition—the leap from 16 to 256 on-monitor shades. The game’s wonderful graphics have been intended for the previous, but soon remastered for the latter. Rune Spaans compares the two editions: the specific, exclusive 16-colour originals and the lavish, colorful 256-shade remasters.

The primary EGA qualifications artwork for Loom was designed by Mark Ferrari. The character art was accomplished by Gary Winnick and Steve Purcell. Gary Winnick designed the sprites and did most of the sprite animation, while Steve Purcell did the much larger character portraits and some more animation. Ken Macklin did the effects animation, these types of as moving h2o and twinkles. … The dithering could appear to be abnormal on the EGA originals, specifically when you check out the photographs up near. But try to remember that more mature CRT-displays was more compact and softer, so they would easy out the dither to a sure degree.

Spoiler: the originals are a lot more evocative and attained, when the remasters—however incredible it was to see so a lot colour in 1992—now carry a pillow-shaded vibe much more exclusive of the era than the sport. But they are nonetheless competently produced, and it is fascinating to see where the more substantial pallette permits for plainly exceptional results.

Loom EGA/VGA comparison [superrune.com]