




Monaco: What's Yours is Mine is a downloadable stealth action video game developed by Pocketwatch Games and published by Majesco Entertainment. The game provides a top-down view as players cooperate to perform a heist using a variety of specialized thief characters.
Separate from the game's single-player mode, Monaco's cooperative mode allows up to four players to partake in heists and robberies in different locations. Players choose one of eight characters, each of which has a unique and beneficial skill. The story consists of four acts; the first three follow characters' recollections of prior experiences and the final act is played from the perspective of the police.
(Source: Wikipedia)
Support Summary
Widescreen | Ultra/Super‑Wide | Multi-Monitor | 4K Ultra HD | |
Support | ||||
Method | ||||
HUD | ||||
Cutscenes | ||||
FMVs |
Game Information
Screenshots Comparison
Solutions & Issues
The level is always drawn at 2120x1200 pixels.
At resolutions smaller than 2120x1200, either horizontally or vertically, the level will scroll smoothly vertically, horizontally, or both when the player is approaches the visible edge of the level. This does not affect the gameplay experience measurably.
At resolutions larger than 2120x1200, either horizontally or vertically, the level is drawn either pillarboxed or letterboxed, respectively. At resolutions larger than 2120x1200 in both directions, the level will be drawn windowboxed. This does not affect the gameplay experience measurably.
Exception: 4k (3840x2160). Refer to notes in the 4k section.
The level is always drawn at 2120x1200 pixels.
At resolutions 1080 pixels tall, the level will scroll smoothly vertically when the player is approaches the visible edge of the level. The level is then windowboxed with a gray area to 16:9. Edges beyond are pillarboxed with black area to fill the remaining resolution.
At resolutions 1200 pixels tall, the level will vertically fit the screen exactly. Edges of the screen horizontally are pillarboxed with black area to fill the remaining resolution.
At resolutions 1440 pixels tall, the whole level is drawn. The level is then windowboxed with a gray area to 16:9. Edges beyond are pillarboxed with black area to fill the remaining resolution.
None of these resolutions affect the gameplay experience measureably, but also do not take advantage of the UW aspect ratio.
The level is always drawn at 2120x1200 pixels.
At resolutions 1080 pixels tall, the level will scroll smoothly vertically when the player is approaches the visible edge of the level. Only small portions of the two outside monitors in an 3x1-L configuration are utilized, the rest is pillarboxed.
At resolutions 1200 pixels tall, the level will vertically fit the screen exactly. Neither of the two outside monitors in a 3x1-L configuration are utilized.
At resolutions 1440 pixels tall, the whole level is drawn. Neither of the two outside monitors, and a small portion of the center monitor, in a 3x1-L configuration are utilized.
The level is always drawn at 2120x1200 pixels. There is significant screen real estate which is not utilized. This may affect gameplay on monitors smaller than 34" due to the relatively small size of the gameplay elements as drawn.



















