I am curious how some of the effects look on a CRT.
I am curious how some of the effects look on a CRT.
What I notice is that the highly detailed sprite work doesn't produce the elegant artifacting of the era, where pixel bleeding and whatnot would merge nearby colours together to produce desired artistic effects. More often what I see is a smudged mess with noise.
While it may sound odd to want new pixel art to be "authentic" in the same way as new music should respect the structure and form of styles like ragtime, blues or jazz, I think it applies equally. The skilled artists who hand-crafted pixels to look their best on CRTs did specific things to leverage CRT bloom and blending, scanlines, composite color artifacting and interlace dithering.
By the way, some of my favorite games on Megadrive are homebrews, most notably Astebros and other Neofid games.
And before someone mentions composite artifacts: the Neofid guys are French, if and France gave two good things to the world, those were the metric system and SCART. You guys should really try them both.
What are "CRT bloom and blending"? Are you referring to artifacts caused by composite video output? That is not due to the CRT but rather the signal distortion. RGB output on a CRT will look pixel perfect and colors will not merge. I'd say most gamers using original hardware on CRTs these days are using RGB, so if anything, it reflects the current user trends if the Earthion designer did not use dithering (which he did, making this comment irrelevant).
If it's particularly noticeable, it probably means you need to service your CRT. But I guess, don't put important content close to the edges of the screen on very bright screens. But you've already got to be careful of putting things near the edge, so it's just be even more careful. It's not really all or nothing, you also get vertical expansion on lines that are bright; here's a video example [1]. I think you can get a bit of vertical bleeding on bright pixels too, depending on adjustment, which you might
I will say, even though bloom is a screen defect, it can be kind of a neat effect... Super Combo Finishes might not be as cool if the geometry held steady.
It's ok to pine for the old techniques, but this is a game made for a Genesis in modern times. It has to stride both.
Generally pixel art created for LCDs also looks good on CRTs, with tiny text being an obvious exception.
Pixel bleeding? Are you referring to color distortion caused by the use of composite video? Why would you expect to see that in a screenshot viewed on your LCD screen? You'd have to actually see the game output via composite from a Mega Drive to a CRT to see it (which you would, since the art uses dithering well).
This is one of the best-looking Mega Drive games released in a very long time, developed by the company responsible for games like Streets of Rage and Beyond Oasis.
This is an excellent deep dive on the issues I spoke of: https://www.youtube.com/watch?v=bC-8y2R6IxI
If you have not tried your MD/Genesis with RGB output I would recommend you to try it, the difference in picture quality and clarity is amazing.
It's awful. Earthworm Jim and Sonic 2 are both great examples of how the art suffers; and the why is in the video I linked.
The waterfall in Sonic 2 was not meant to look like a fence.