Use and Push presses/rings the bell.
When you try Pull the character says that it needs to be pushed (making you fell a little dumb ).

I don’t have any official quotes at hand but just looking at those DOTT:R backgrounds makes it IMO relatively clear they’ve used the original images, upscaled them using some filter like hqx and then touched them up manually to add more details (e.g. text) and fixed geometry (circles, arcs).
The problem is that I tried this method and it produces incredibly awful results. Every line becomes so distorted and uneven that the quantity of time needed to fix all the bumps is a lot more than the time needed to just draw a new line by scratch.
I think that a more productive process would have been to put one of the original backgrounds (or an hi-res version of it) as a lower layer in the graphic software and then drawing everything by hand on it, following the curves shown in the original art.
Which may not be such a problem with DOTT since its art style is very wacky to begin with.
When looking at the screenshot above from Edna’s room it looks like a lot more work was put into this one (which looks quite fine) compared to the one with the washing machine (which I am not so happy with).

Which may not be such a problem with DOTT since its art style is very wacky to begin with.
If you are referring to the bumped lines that I mentioned, believe me, they are completely useless, not something justifiable by the graphic style. There is no way to use that output in a game.
There are actually people who prefer playing in ScummVM with some of those filters enabled vs. the original pixelated graphics (I can never understand this).
hi res requires more animations… if they aren’t there, lowres looks more real.
If still confused: I’ve tried to explain it in this topic:
That’s a great explanation, thanks. I have to say it’s a crazy way to code the game, though, from a user’s perspective. It should have obviously been based on the location of the player at the time of interaction as opposed to where they clicked.
Unless the sides were individually labelled as right/left, but that’s obviously just clumsy.
Any of you have ever played a game called “Murder in Venice” by Cobrasoft? I had on Atari ST and the box was full of clues, notes, even a pair of scissors… my real first text detective “adventure”, the interface was all about dialogue puzzles! Oh… there was also a bomb to detonate…

That’s a great explanation, thanks. I have to say it’s a crazy way to code the game, though, from a user’s perspective. It should have obviously been based on the location of the player at the time of interaction as opposed to where they clicked.
I have to admit that this wasn’t completely intuitive and could be improved. I assume there are quite some people out there who just moved the trampoline around by trial and error.
Good point about making it dependent on the location of the player, I’ve updated the post to reflect that.
We have someone who does not love verbs! Please don’t go away, I want to understand how you think
I do love verbs, or at least I do like them. There are clever ways they can enhance a game, and there is a charm when that sort of thing is used in a graphic adventure that harkens back to old text adventures and the beauty in that shouldn’t be understated.
That said, no, they’re not needed and they eat up screen space and some verbs you just never damn need to use and it lends credence to the concept that graphic adventures are outmoded.

some verbs you just never damn need to use and it lends credence to the concept that graphic adventures are outmoded.
you make me think that it’s better to remove verbs that are rarely used, and allow the user to type them. (so you don’t lose those puzzles)
or speech recognition.

you make me think that it’s better to remove verbs that are rarely used, and allow the user to type them. (so you don’t lose those puzzles)
I still feel the best adventure games I’ve ever played are text adventures, but I’m sure I’m in the minority, at least with the group that follows these forums.

or speech recognition.
I’m waiting for a quality adventure game to come out for the Amazon Echo, done purely with speech. I think it will happen in the next couple of years. There are already some promising games, but the quality of the speech recognition and game engines are still pretty poor / primitive.
I suggested speech recognition in one of the first posts but I cannot see a practice way to accomplish that, especially if you want to play on your mobile while travelling. But connected with Nintendo things on tv can be fun for family.
What I was trying to say is that the actions not only appear when you need to use them thus giving hints to you. Objects that can’t be used or serve no purpose also have those actions/verbs.
That’s true, so they aren’t always hints. They are there when developers thought of some special response, which can be also useless or a joke.

There are actually people who prefer playing in ScummVM with some of those filters enabled vs. the original pixelated graphics (I can never understand this).
Yes, I know, but that output cannot be used in a commercial production.
I did again some of the test done in the past to show you how different is the result of one of these filters compared to what they did in DOTT remastered.
As you can see (watch the full images, not just the thumbnails) there is no way to take a screenshot of the original version and use a pixel-art scaling filter to get something acceptable. Pay special attention to the lines: every jagged line that you see would have been a nightmare to fix, it’s definitely easier and better to just draw the lines by scratch.
Original screenshot scaled up with xBRZ filter:
The same room in DOTT remastered:

I just found a game that does exactly this:
Oh my gawd, I often forget what the word “coin menu” means and then I see someting like this. This is so terrible, people who like this must think the invention of the drop down menu is the greatest invention ever.
The drop down menu is the plague, I´m pretty sure Joseph Mengele must have first experimented with it.

There are actually people who prefer playing in ScummVM with some of those filters enabled vs. the original pixelated graphics (I can never understand this).
I suppose I am crazy, but I always play with the plain opengl filter:
the original, though good in this case, looks much less real to me. Something important is lost in immersion, IMHO:
Fuzziness IS important. I don’t know why, but it is. Probably it hides the lack of detail to the brain. (Maybe if you are myopic your eyes do the filter automatically, and you don’t need it.)

Maybe if you are myopic your eyes do the filter automatically, and you don’t need it.
Now, THAT’S the real difference between playing 30 years ago and nowadays!
Today I have the automatic blur in my eyes!

Today I have the automatic blur in my eyes!
That explains everything!