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/vr/ - Retro Games

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>> No.4174194 [View]
File: 26 KB, 486x157, 1446493803755.jpg [View same] [iqdb] [saucenao] [google]
4174194

>>4173896
Was this Nintendo of America?

>> No.3435695 [View]
File: 26 KB, 486x157, 1446493803755.jpg [View same] [iqdb] [saucenao] [google]
3435695

>>3435652
Nintendo Power (at the time of these calendars) was published by Nintendo. Of course the promotional art they made was official. Claims otherwise by people who simply don't like pixel art or don't want to acknowledge it's importance to early video game art and design are ridiculous.

Even though most screens at time weren't capable of displaying them well, optimally Nintendo always wanted you to be able to see the pixel art.

>> No.3074698 [View]
File: 26 KB, 486x157, koopa_green_comp.jpg [View same] [iqdb] [saucenao] [google]
3074698

>>3074691
A standard VGA CRT is sharp enough to show clear pixels at 480p. That game is running at line-doubled 200p (trading resolution for refresh rate, because VGA can do 70Hz at 400p/line-doubled 200p). The pixels were extremely sharp compared to 15kHz CRTs.

>>3074678
The Japanese manual showed sharp pixels too.

>> No.2775384 [View]
File: 26 KB, 486x157, koopa_green_comp.jpg [View same] [iqdb] [saucenao] [google]
2775384

>>2775383
Sharp pixel instruction manual illustration from a native 240p game.

>> No.2773716 [View]
File: 26 KB, 486x157, koopa_green_comp.jpg [View same] [iqdb] [saucenao] [google]
2773716

>>2773437
Handheld consoles, mode 13h DOS games, the typewriter on Crono's desk, cover art, instruction manuals (pic related)...

Artists intended sharp pixels. Blur was a technical limitation.

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