Ah I didn’t even think of that. If only I hadn’t finished MI and MI2 before trying Day then I could be consistent. Oh well.
These remasters look pretty nice. I really respect the Special Editions of the Monkey Island games as good practice in remastering a videogame. Day of the Tentacle Remastered seems good in the same way
Monkey Island 2 Special Edition is a grotesque mockery of one of the most impressive technical art showcases in videogame history. Remasters almost without fail always ruin 3 things: sound design, shaders, and alpha channels.
Oh I didn’t know. I guess I mostly enjoyed flipping back and forth between old and new grafix, and I don’t think the new art is so bad a reinterpretation. The commentary and having the option to see the original visuals is very cool, and something I’d love to see in more remastered editions, but that’s a shame if it’s not very authentic.
Besides the sound, were the graphics messed up too?
That’s terrible about iMUSE, and it makes it worse that the first commentary track in the special edition is about the debut of iMUSE and how great the track that plays over Woodtick is.
the revised OST in MI2 Special Edition was arranged by several people i know who are originally from the OC ReMix community, providing further proof of its deeply cursed and satanic nature.
Here’s a Japanese article on the DQ run that seems to get Google Translated decently:
Apparently it’s a bug that happens when holding down power+reset under certain conditions. Some runners need to heat their system, but others need to cool their system with an ice pack for it to work.
yeah, i expect we’ll get more details as the project goes on (likely more than a few pico-specific optimizations) but to avoid rewriting the original bytecode it would have to interpret it as polygons in some fashion, yes.
pico 8 is pretty powerful in some ways, so if you know how to manipulate it correctly you can get some pretty impressive results out of it. every function in pico 8 has a virtual CPU cost, so optimizing in pico 8 is often about abusing the powerful ones that are relatively under-costed. certain things – like blitting sprites to the screen – are sort of “hardware-supported”, and thus much faster than drawing it pixel-by-pixel with the more primitive functions. that’s why the introduction of tline (analogous to hardware supported texture mapping) suddenly made doom possible in pico 8. the number of low level function calls needed to do texture mapping is very expensive relative to the cost of just calling tline.