today's software preservation task

one of the great crimes of the 21st century was that Mark Jones' (Core Design) Darkmere - an isometric adventure-RPG for the amiga - was poorly visually documented by the usual places like lemonamiga/mobygames/etc.

perhaps for that reason alone, few remember just how incredible mark's pixel work is. using a tightly compressed palette of 16 colours for title screens and 32 colours in-game, he produces some of the best-lit scenes i have ever seen. all hand-dithered, no less.

it's one thing to paint beautiful pixel art stills for circulating on social media; it's entirely another to build them as modular assets to be used in a game. mark's ability to tackle both jobs is a masterwork.

thankfully, mark is his own best archivist, and kept a treasure trove of screenshots from the project. he provides an extensive commentary on the creation of each sprite/tile and the overall style of the game, as well as his memories of designing and building it.

(daggerfall fanatics may recognize some of the assets - trees and mushrooms - re-used in that game!)

read his entire writeup on Darkmere here:

https://web.archive.org/web/20171104143619fw_/http://www.mjonesgraphics.com/darkmere.html

#amiga #pixelArt #retroGaming

@vga256 the guy with the orb looks a lot like an old Clyde Caldwell D&D illustration.
@vga256 hahahaha, that's not inspiration 😂
@nina_kali_nina @vga256 it's not necessarily traced but it's a direct copy. No one can look at both and say it's not plagiarism. I mean, I've done it when I was starting but I would admit to it, not pretend like it's inspiration.
@vga256 Not just good-looking, but also a very good *game*, at least for the first level! After that, I felt it became a bit samey, repetitive. Too bad the sequel is so shit.
@vga256 Here are a few more screenshots I took while playing: https://amiga.console.cc/game-darkmere/
#AmigaRestoration

A blog about restoring Commodore Amiga 16-bit computers and playing classic games.

@vga256 these are gorgeous

@dmetzgar @vga256

The art does look incredible, and they had to cut so much because of memory limitations. I wonder what an Amiga with the same limitations but filled with memory could have done?

@vga256 The art is beautiful.
@vga256 I really must play this game one of these days! In 1994, I wasn't playing much on Amiga anymore. Probably one of the last games released on this computer.
@Gamrok that’s a really good point. this was a fairly late release!
@vga256 I think that's why many Amiga players like me missed out. There weren't many games coming out for that computer anymore. Most players had switched to PC/consoles.
@Gamrok it’s frustrating that this was never ported to the PC. it would have been played by a lot more people in 93.
@vga256 While doing some research, I realized that I was still playing Amiga in 1994 (because Beneath the Steel Sky was released around the same time)
@vga256 I would have loved to see the process of drawing one of these scenes. When I go back and look at stuff like this, Simon the Sorcerer, anything Westwood were doing around this time, I think - well there’s people working at the very top of their game. Great stuff.

@ThreeOhFour me too. i see very few pencil illustrations on mark’s site, and it gives me the feeling he was working entirely digitally in his amiga years. it would be fascinating to see his process in dpaint. no layers, figuring out the palette, and then (?) cutting the image up into slices/tiles that can be rendered isometrically.

the best part is that this was his first shipped game. (not counting one earlier game that he drew the title font for). top of his game, first game. none of his later work in daggerfall/morrowind/3d rpgs (imho) comes even close to the artistry

i see so much fantastic low res art these days, but the subtler job of turning a background/scene into reusable assets is not often shown

@vga256 Yeah, interesting that there's nothing in those later games that captures my attention like these do. It makes me think of Rick Parks' work on things like Lands of Lore 1 and Kyrandia 1-2 vs the later stuff he was doing in LoL 2 and Kyrandia 3. Hard to see any of it as a step up!
@ThreeOhFour mmm the way rick park renders crystals and gems or anything made out of glass is incredibly satisfying in LoL and kyrandia. and his mini animations for sfx are wonderful
@vga256 Yes, I fully agree. It’s truly something special.
@vga256 the mushrooms on the second pic: that’s the trigger that made me remember it :)
@vga256 Wow, this genuinely is stunning. Beautifully drawn and composed.
@misty isometric has become a real lost art, hasn’t it? i remember there being some incredible isometric pixel work done in the late 90s on the web - on websites I sadly no longer remember. usually vast cityscapes and towns.
Not an entirely lost art.. Badgerpunch’s recent work on Roguecraft is in the same tier as Darkmere and Cadaver, I’d say! 🙂
@vga256 The best part is thinking 'oh, that's 24-bit true colour' and then zooming in and realising it's anything but.
@vga256 thanks for sharing this. Looking at his gallery portfolio, delighted to see a bunch of 3d models from Dark Age of Camelot. Played that game for years!
@rappscal cheers! have some fond memories of DAOC as well
@vga256 I played it as a kid and I'd love to see it on a CRT again. It's hard to describe just how impressive that dithering looks like unless you see the final effect on a CRT. It gets blurred in ways that makes the image appear more detailed and sharper than it actually is, it's amazing.
@gabrielesvelto good point! i’ll have to load it up on my A1000 and take some pics
@vga256 that looks like demo scene stuff done now. I mean that in the best way possible.

@vga256 why am I only seeing this for the first time in 2025?

That looks just amazing...

@vga256 i never forgot about darkmere. it made a lasting impression on me!