No one designed differently for monochrome monitors with higher resolutions, or for the nascent LCD technologies of the day either. Every single article that says what this article says is literally just inventing a story.
No one designed differently for monochrome monitors with higher resolutions, or for the nascent LCD technologies of the day either. Every single article that says what this article says is literally just inventing a story.
> we know that many developers, graphic designers as well as programmers, used that technique, from Kazuko Shibuya (Square) and Akira Yasuda (Capcom) to the developers behind Thunder Force IV (1992) who used many CRTs to take into account the specifities of each kind of screen.
> “It’s a technique where by slightly changing the color of surrounding pixels, to the human eye it looks like the pixels move by around 0.5 pixels.” explains Kazuhiro Tanaka, graphic designer on Metal Slug (1996). His colleague Yasuyuki Oda adds that "Back in the old days, we'd say [to our artists] "add 0.5 of a pixel", and have them draw in the pixels by taking scanlines into account. But with the modern Full HD monitor, the pixels comes out too clearly and too perfectly that you can't have that same taste."
Even if they didn't explicitly take the tv properties into account, they drew the graphics on CRTs and saw it running on the target machine. And then adjusted it so it looked "better". Even intuitively.
They did that because it was quicker and easier, not out of a specific intention to make better-fitting art, but it had that effect anyway. The pics of Dracula and FF6 Siren from the post--there's no way someone plotted those on graph paper before importing them with no changes.
https://www.youtube.com/watch?v=niKblgZupOc
Developers did definitly took advantages of everything they could to show more colors on the screen, remember all those demos?