I remember my Dad and I upgrading his Olivetti M24 by replacing the 8086 CPU with a NEC V30. One of the most noticeable improvements was the fact that certain extra in-game animations would be active on the V30, which were disabled on the 8086.
I noticed this in Space Quest III and the <=16 color version of Monkey Island 1. For instance, in the SCUMM Bar scene of the latter game, a pirate would constantly be swinging back and forth on the chandelier hanging from the ceiling, when the game was running with the V30 installed. Before the upgrade, the chandelier would be hanging still without a pirate.
Apparently, these games had detection algorithms in them to enable certain details only in 286+ systems, presumably because enabling those extra animations would result in unacceptable performance on older machines. I wonder if those algorithms were simply based on the checking of the timing of a delay loop or if they checked if the CPU supported certain newer instructions or opcodes that the 8088 and 8086 CPUs lacked. The 80286 CPUs did not yet support the CPUID instruction, so that detection method was not yet available.
I guess an easy way to find out is if someone here with a V20 system could start up Monkey Island 1 on it and enter the SCUMM Bar. After all, I'm pretty sure that a 4.7MHz v20 would still be slower than an 8MHz 8086, like the one in our M24. If an opcode check was used, the extra animations would also be enabled on a V20. If a delay loop was used, A V20 would presumably still not meet the timing threshold, so the extra animations would still be absent. The SCUMM Bar scene is at the beginning of the game, so it's easy to test quickly without having to spend a long time to play through it first. Although I can imagine much more boring science experiments than replaying such an enjoyable game. 😉
By the way, I found this interesting article on CPU detection algorithms for older (pre-CPUID) CPUs: http://www.drdobbs.com/database/cpuid-algorit … -wars/184410005