Why pixel art looked better on old televisions
NFG of the NFGForum
has an interesting series of posts about aspect ratios and scanlines in pixel art
from the 8- and 16-bit days, how they were shown on old CRTs, and how that affects display on modern digital displays. Not a ton of new info for veterans of the emulated game scene, but still a pleasant overview all the same.
A couple of years ago I got into a fiery argument on a forum with someone who thought he knew the 'right way' to display a video game, and all other ways were simply wrong 'cause the designers wouldn't want it that way.. He went through great lengths to add screen curvature, scanlines and even reflections of overhead lights to try and replicate the appearance of gaming on a CRT monitor.
He was obviously deranged.
In the above image, the leftmost art is from the Super NES versions, the rightmost from the arcade versions, and the middle is a representation of what the Super NES art looked like when stretched out on a typical home CRT. Not much difference! [via GameSetWatch
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