I think it might be something to do with the fact that the c64 uses a YUV palette rather than RGB. I don't know the specifics, but I think it's something like: On an RGB display, it's harder to approximate how the original YUV palette looked when output via a PAL or an NTSC signal. So because we only find approximations in emulators, they tend to vary.matt wrote:C64 version
http://www.crystalfusion.co.uk/pics/c64dizzy.png - rubbish. worse than the CPC and spectrum.
Why do the colours always look like crap on C64 games?
Then some guy nicknamed 'pepto' did a bunch of technical research about the way the c64 generates its colours, and came up with a very dark, murky palette that is supposed to be accurate and looks pretty good when displaying a bunch of still images found in demos but generally makes games look dull. I've often wondered if what he came up with would only really work properly in the case of outputting a PAL signal from the c64's RF modulator, because on a PC monitor, it generally looks like arse (to my eyes, anyway). Still, his technical info was enough to push his palette into a position where you'll often find it used in emulators.
Aaaanyway... here's how Treasure Island dizzy looks on the c64, according to gamebase64:
Yellow sand, white egg, no demon red-eyes, no colour-clash.