doubled112 comment is excellent.
Another example that is harder to show, is that many games used intentional flickering or other tricks to create some funky effects only possible with CRT.
For example: if you transmit the data correctly (one frame is only odd lines, next frame only even lines) and flicker sprites at certain speeds, you can achieve some fancy transparency and overlay effects.
Another trick is toy with timings to screw with resolution, color range and pixel shape.
A less reliable trick is sub-pixel anti-alias relying on the TV geometry, since each manufacturer had their own patented geometry this was more problematic (for example Sony's Trinitron was aperture grille, each pixel was composed of columns of each color. Many other manufacturers went for triangular pixels instead. With the 3 primary colors arranged as round dots in a triangular pattern).