One thing they show but don't mention is image persistence for transparency. If you toggle a sprite on and off every frame, the persistence between frames on CRTs and LCDs means it looks partially transparent. That effect was commonly used for character shadows.
Great resource and explains so much with pretty solid examples. Thanks for sharing! I used to PC game on my Dell (Sony), flat CRT for years, and then an IBM Trinitron too until I moved to a pure laptop for a bit (17" Vostro) and eventually on to LCD.
Until 2013 I used to play Wii on a 36" Philips CRT, even though the other room had a larger plasma.
Now that we have 4k HDR displays, tools are starting to popup to accurately emulate the CRT look and feel. 1080p wasn't enough to catch all the subtle details, but we are finally there. Kinda cool to see the age of CRT never fully died.
I wonder if there's a way to emulate the old CRT displays. My brother built an arcade cabinet, but it's got a modern monitor in it so the graphics don't quite look right.
There are some very convincing shaders that work really well to emulate the look. I sold my consoles long ago and may have a faulty memory but the right shader looks just like I remember.
There are some hardware scalers that work really well.
But most that offer good compatibility with a wide range of older consoles cost about as much as a complete high end pc to run an emulator on.
Even without the hardware limitations, there was so much jank to PS1 games. Like we had an idea of what a 3D game could be, but we were no where near where we are today. Controls are all over the place. It was the wild west. Alien Resurrection was the first time we had left stick to move and right stick to look, and it felt bizarre at the time. It's probably the only FPS from the era that's still playable.
ALttP and Chrono Trigger are some of the best designed, highly polished titles on the system, though. We have to remember that while everyone harps on FF4 and FF6, Chrono Trigger, Super Metroid, Mega Man X, A Link To the Past, Bahumut Lagoon, Donkey Kong Country, etc. as if they defined the quality of the SNES library, we're looking back through nostalgia tinted goggles and those games in fact... didn't. They were the exceptional outliers in, as ever, a wide field of mediocrity.
What I'm saying is, there are a lot of gonk-ass games on the SNES. A lot. We just selectively don't remember them anymore because they were crap.
For every one of the gems above there were ten or twenty of the likes of Pugley's Scavenger Hunt, Cliffhanger, Pit Fighter, Mario is Missing, Revolution X, Bebe's Kids, Rise of the Robots, Captain Novolin, Double Dragon 5, Ren and Stimpy, Chester Cheetah... Bill Laimbeer's Combat Basketball... etc., etc. And that's just the North American titles. There was some wonky niche shit released in Japan that could have just as well been on the original NES.
I just saw a video of someone playing the original Final Fantasy VII via emulation with “4K” rendering of the character models and such, but seeing them juxtaposed against the original backgrounds didn’t look right and made my brain upset. In cases like this, I think it’s possible to have too much enhancement, and our brains are happier filling in the missing detail.
Stylized art is so much longer lasting than attempts to be cutting edge. It's the reason why Windwaker looks better now than the other Zelda games of its era.
Same with something like Cruelty Squad. Feels like an assault on your eyes at first but it's amazing how quick you can get used to it making it feel "normal".
This reminds me of the last time I watched the film Event Horizon. The CG scenes look SOOOO BAD! It's been one of my favorite horror movies since I first saw it as a teenager in the late 90s, and I still love it, but I had no memory of that shitty fake looking cg lol Thankfully that's not a huge part of the movie