> Code was constantly being profiled using raster bars.
For those wondering: we'd change the background color from, say, black to blue for the "physics" part, to green for the "drawing" part, to purple for the "audio rendering" part... All in the same frame, while the frame was being drawn.
So you'd see on the border of your screen (usually outside of the drawing area you'd have access to) approximately which percentage of each frame was eaten by "physics", graphics, audio etc. and how close you were to missing a frame.
And it was quite "hectic" typically these color "raster" bars would jump around quite some from one frame to another.
But yeah there was indeed something very special about having a pixel-perfect scrolling for a 2D game running precisely at the refresh rate (50 Hz or 60 Hz back then). And it wasn't just scrolling: games running on fixed hardware often had characters movement set specifically in "pixels per frame". It felt so smooth.
Something has definitely been lost when the shift to 3D games happened: even playing, say, Counter-Strike at 99 fps (was it even doing that? I don't remember) wasn't the same.
People don't understand that their 144 Hz monitor running a 3D game still doesn't convey that smoothness that my vintage arcade cab does when running an old 2D game with pixel-perfect scrolling while never skipping a frame.