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There's an undeniable charm to the older era of pixel art, and surely part of that is nostalgia, but I also think a lot of it comes from the fact that the economics and the hardware were a lot different. Up until the mid 1990s, the highest paid artists in the industry were working on pixel art games. The hardware was slow enough that there were real creative constraints, and we know that constraints often drive creativity.
Compared to modern HD graphics, pixel art is more affordable because you can hide a lot of details you would normally have to work on behind these fat pixels.
And the most interesting trick, to me, is that pixel art looks sharp! The non-CRT-like square pixels is a feature.
Blurry usually doesn't look good, it is as if your eyes can't focus, or that you are looking through a dirty window, it naturally registers as a problem. Real life has details and you are missing them. With sharp pixel boundaries, you are telling the brain "there is no problem with your eyes, everything is fine".
It is not the only way of introducing artificial details to make low detail pictures look fine: scanline effect, screen door effect, ostensible dithering, etc... But pixel art is a good compromise, in addition to being a recognizable somewhat nostalgic art style.
That's my theory at least.
All I know is that when CDs hit the market I savored the additional detail they provided. A good, non-loudness-crushed recording had so many sumptuous highs I used to reach my fingers out and try to "feel" the consonants and vowels of the vocals. And when LCD monitors began to supplant CRTs my eyes were relieved at the additional sharpness. I remember these transition points, so I can say definitively that there was a time when we thought the newer stuff was indeed an improvement.
Exactly. Around 1999, I switched from 17" CRT to 14" LCD, as the sharpness of the LCD was breathtaking and made up for the smaller screen size.
On both the NES and SNES, the pixels were so large that you could clearly see them even when using an RF adaptor. Each pixel was two scan lines, and wide enough that dithering was still very visible. The same goes for older games in the arcades up to (roughly) the early 1990s, (and I didn't spend much time in arcades after that.)
Not to say that artists didn't take advantage of CRT quirks, but you needed a really $h1tty TV, (much worse than the ones that I and my friends had) if they were going to fuzz away the edges.
Pixel art, for me, is the Gameboy Color and Gameboy Advanced which I never played on a CRDT.
The Game Boy was insanely popular, is part of many people’s introduction to and fondness for pixel art, and it had an LCD screen.
My neighbor had one and we all agreed that the sharper picture looked better.
https://www.jamesfmackenzie.com/2026/09/06/plugging-a-snes-d...
While the Sonic waterfall is probably deliberate, I find it more likely that people have always preferred the highest resolution and the crispest graphics they can afford.
I have a JAMMA cabinet at home. It has a CRT in it. I usually play on x-in-1 pirate emulator board. So I don't mind that not all the hardware is authentic. But it's important to me that the screen is authentic, or it all just feels wrong. The curve must be there, the scanlines must be there.
I really get quite cross when you visit a museum and they've got retro games playing on flatscreen LCDs. Doubly so when it's meant to be a vector game.
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