Pixels weren't always square, not even to the extent that you can say pixels were rectangular. Pixels could be fat, pixels could be thin, but it wasn't until about 1996 that many major computer games began to adopt the modern convention of square pixels, and not until 1998 that all of them did. For consoles, it took much longer, with the PS2, original Xbox, and even early non-HDMI models of the Xbox 360 employing an anamorphic fat-pixel format to produce a widescreen image in the games that supported this. Even to this day, the venerable DVD format sees some consumer use and uses nonsquare pixels for both 4:3 and widescreen videos.
This poses a nontrivial problem for modern compatibility, albeit one that's been solved in myriad ways. That SNES game with pixels that are 1.14 times wider than they are tall doesn't translate easily to a modern square pixel display! Even in the early days of emulation, when CRT monitors were common and capable of rectangular pixels, they did not necessarily support the modes that matched the original system's pixel aspect ratio.
Another convention we take for granted today is that the source image dimensions will match the screen's. Televisions and monitors in the 80's and 90's had a 4:3 aspect ratio, and it's typically assumed that any game's output format will match this - even emulators usually assume this. This is a somewhat faulty assumption; the final picture could wind up being larger than the television screen, leading to pixels being cut off at the edges. This is known as overscan. Or perhaps the final picture is smaller than the screen, and uses only a portion of the real estate. This is known as underscan. Overscan tended to be more common with consoles, underscan more common with computers, but either way, it's possible for the final picture to have an aspect ratio other than 4:3, and it's erroneous to assume that every game "targets" 4:3.
Actually, this helps illustrate the distinction between my authenticity and superauthenticity concepts. A more authentic experience would preserve overscan/underscan on systems that had them, but anyone playing on a modern display probably doesn't want this, and in situations where we do, it's better that we are able to control it precisely, which was not possible on most consumer televisions.
Regarding pixel aspect ratio, the simplest solution is to simply render your pixels as squares. The picture dimensions will be distorted, but you completely avoid introducing any kind of detail loss or artifact introduction. For blogging purposes, this is what I typically do - just as I consider pixel shaders to be inappropriate for documentation purposes, so is image scaling and/or preprocessing. I consider it a failing on the part of digital imaging technology that no widely supported image format even has an option for non-square pixels.
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Square pixels |
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Thin pixels, nearest-neighbor scaling |
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Thin pixels, linear scaling |
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Thin pixels, cubic scaling |
For actually playing the game, though, we have more options. Thumbnail-size screenshots are fine for blogging, but when I play games, I like my playfields nice and big. Modern displays might be limited to square pixels, but modern displays have a lot of them. With a bit of math, we can approximate the correct pixel aspect ratio by scaling the image integrally but unequally. In this case, 300% on the horizontal and 400% on the vertical does a decent job of getting us large, thin pixels and a pleasing end result, and "only" needs a display of 912x800 to work losslessly.
If you want it bigger than that, bicubic scaling is your friend and will get you whatever output resolution you want without compromising those pixels. This two-step approach is how I make my videos when the emulator allows it; record raw, scale to approximate aspect ratio, and bicubic scale the rest of the way.
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1440p; click to enlarge |
With CRT shaders, or even just using bicubic filtering all the way, we aren't even trying to render the original pixels as rectangles, and aspect ratios can be scaled arbitrarily in one step without needing to worry about integral scaling. It is no problem for crt-royale to scale a 320x200 source image to a 1440x1080 one (450% horizontal and 540% vertical), but the bigger your output resolution, the better your results will be.
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crt-royale |
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Bicubic |
These days, most emulators presume a 4:3 display aspect ratio, which generally gives you a close enough pixel aspect ratio, and default scaling generally looks good enough. A casual user doesn't really need to worry too much about it, but I feel there's value in giving it some thought. Authenticity demands that pixel aspect ratio be approximate to the originals - not necessarily exact, as exact isn't a thing in an analog television world. But superauthenticity allows that sometimes things can be even better than the originals if we don't do that. Often, the artists were working with square pixels, and while some took the system's pixel aspect ratio into account, I believe many of them didn't, perhaps reasoning that the CRT stretch would be tolerable, and not worth the effort to optimize for. For such games, 4:3 will still be more authentic - that's more or less the aspect ratio they were always played at - but nonstandard aspect ratios could indeed be superauthentic.
But the only way to know is to look at them on a case-by-case basis. I'll be presenting some examples on various computer systems for the rest of this post. You'll have to disregard the fuzzy filtered look; it's inevitable without greatly enlarging the picture, and we're only interested in scaled proportions here.
Please don't proceed if you're on a mobile device. It will break scaling and probably be a miserable viewing experience regardless.
Apple ][
Most Apple ][ games run at "high res" 280x192 resolution, with thin pixels. That's an oversimplification, and technically wrong when discussing a color mode, but for our intents and purposes we can make this assumption. I can't find definitive information on what the correct pixel aspect ratio is, but I know that it purposefully underscanned the image to ensure that the entire video signal is seen to the user.
The numbers I've seen range from 0.84:1 to 0.91:1, the latter of which would put the image in approximately 4:3. We'll take a look at three ratios, then; square, 4:3, and the low-end.
Ultima IV
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Square pixels |
4:3 display |
0.84:1 pixels |
The tiles are already taller than they are wide to begin with, and they only get taller as the pixels do. But maybe the tiles are supposed to be tall? Well, the moons are also perfectly circular in the square pixel display, but I have to defer to subjectivity; the humans look most proportionate at 4:3.
Verdict: 4:3 display
Lode Runner
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Square pixels |
4:3 display |
0.84:1 pixels |
It's kind of a wash here. Tiles are 10x10px, so square pixels makes mathematical sense, but I feel the 0.84:1 pixel ratio looks best.
Verdict: 0.84:1
Karateka
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Square pixels |
4:3 display |
0.84:1 pixels |
Taller looks better, and I'm not just saying that because Akuma's symbol is at its most circular, but it helps.
Verdict: 0.84:1
Wizardry: Proving Grounds of the Mad Overlord
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Square pixels |
4:3 display |
0.84:1 pixels |
I hardly think it matters here. I guess the door looks better as the ratio gets taller, and the text marginally nicer as well.
Verdict: 0.84:1
Choplifter!
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Square pixels |
4:3 display |
0.84:1 pixels |
The moon is at its most circular at 0:84:1, and subjectively I think it also looks best.
Verdict: 0.84:1
The Oregon Trail
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Square pixels |
4:3 display |
0.84:1 pixels |
There's not much we can use to objectively measure, but I think 4:3 looks best overall. All three look fine, honestly.
Verdict: 4:3 display
The Bard's Tale
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Square pixels |
4:3 display |
0.84:1 pixels |
A sneak preview of my next game? Maybe. This one's tough but I think 0.84:1 looks the best, though the font looks best with square pixels.
Verdict: 0.84:1
This end result surprises me a little bit, but most of the time, the tallest picture, which has a display aspect ratio of 5:4, looked the best to me. I think it indicates that most Apple ][ graphics work was done locally on these systems, though there could be a discrepancy in how aspect ratio was handled on monitors and televisions.
TRS-80
I'm going to be honest, I don't really understand how the graphics on this system work, and I'm also not 100% confident I know what I'm doing when I emulate this system. I know that this is basically a text-based computer with three display modes; a 32-column text mode, a 64-column text mode, and a 128x48 bitmap mode. In MAME, raw snapshots of the first mode come out as 192x192, and raw snapshots of the other two as 384x192. Running them, though, normalizes all of them to a 4:3 aspect ratio at default settings.
Assuming MAME is being pixel-accurate, we can calculate that characters are 6x12px, and are comprised of six glyphs at 3x4px each. "Bitmap" mode likely works by addressing each glyph (not pixel!) individually, which is why text can appear in graphical games.
Zork I: The Great Underground Empire
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4:3 |
2:1 |
Zork already complicates things, because I couldn't get it to run in MAME unless I emulated a Model III, which uses a different display mode from the period-correct Model I. The game uses a 64-column display, but while MAME renders that with 6x12px characters for a 384x192 display, SDLTRS uses 8x24px characters for a 512x384 display, which is already at a 4:3 display aspect ratio. I don't really know which is more accurate. Like I said, TRS-80 emulation is still a bit mysterious to me.
In this example, though, 4:3 looks honestly just fine.
Verdict: 4:3 display
Adventureland, BASIC version
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4:3 |
2:1 |
Here, with MAME emulation, the ALL CAPS display just looks better in 2:1. Authentic? Maybe not. But it does look improved.
Verdict: 2:1 display
Adventureland, ASM version
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4:3 |
2:1 |
Yep, this later, mixed-case version still looks better in 2:1.
Verdict: 2:1 display
Dunjonquest: Temple of Apshai
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4:3 |
2:1 |
"Graphics" look better at 4:3, text looks better at 2:1.
Verdict: 4:3 display
Crush, Crumble, & Chomp!
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4:3 |
2:1 |
This game is visual chaos at any aspect ratio, but the dimensions do seem more natural at 4:3.
Verdict: 4:3 display
I can't really make any conclusions except that the TRS-80 is weird.
Commodore PET
Another text-based system with pseudographics. I don't have a whole lot to say about it - the only display mode is 40-columns. VICE emulates this at 360x258, which includes a border. Strip it and we have a 320x200 active pixel display. I am guessing that the actual pixel aspect ratio is 43:45.
Telengard
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Square pixels |
43:45 pixels |
Borderless 4:3 display |
Funnily enough, I think the final image looks best! Bear in mind, to achieve this, I massaged the source image in a way that would never occur on real hardware; I stripped out the border, which changed the aspect ratio, and then resized what was left to a 320x240 image. It would not be simple to reproduce this on an emulator either.
Verdict: Borderless 4:3 display
Atari 8-bit
The first computer system meant for games, the NTSC Atari 400 & 800's games typically ran at 160x192 with fat pixels. Altirra's raw output renders them as double-wide pixels and adds a thin border, giving it a 336x224 display resolution.
I'm going to assume the original pixel aspect ratio for this mode is 22:13, based solely on a confident-sounding post on Atariage.
Boulder Dash
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Square pixels |
Double pixels |
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1.69:1 pixels |
4:3 display |
This is a mixed bag to me. The status bar looks best with square pixels. The square elements look best at double pixels. Rockford looks best at 1.69:1 pixels. The boulders look best at 4:3. But since this game is all about boulders, I deem that the most important factor.
Verdict: 4:3 display
Bruce Lee
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Square pixels |
Double pixels |
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1.69:1 pixels |
4:3 display |
Ehh... this is an ugly game at any aspect ratio. The status bar actually seems to use 320px/line while the playfield below uses 160px/line - the Atari can switch modes like that.
I guess I give it to 1.69:1 PAR here.
Verdict: 1.69:1
Archon: The Light and the Dark
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Square pixels |
Double pixels |
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1.69:1 pixels |
4:3 display |
Chess tiles should be square. At double pixels, they are.
Verdict: Double pixels
Alley Cat
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Square pixels |
Double pixels |
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1.69:1 pixels |
4:3 display |
4:3 seems a smidge more natural.
Verdict: 4:3 display
Montezuma's Revenge
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Square pixels |
Double pixels |
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1.69:1 pixels |
4:3 display |
I think this is a situation where the sprites look best with square pixels, but the level layout looks far too squashed that way. I am imagining Robert Jaeger plotting out the sprites on graph paper and going "eh, good enough" as the ANTIC chip stretches them out. 1.69:1 best meets them in the middle.
Verdict: 1.69:1
Star Raiders
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Square pixels |
Double pixels |
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1.69:1 pixels |
4:3 display |
The Atari 400's killer app is a bit abstract-looking, but ultimately I think 1.69:1 comes off looking the best here.
Note, though, that the galactic chart's cells are perfectly square at double pixels. I am certain that this is because this was simpler to program, but the main view looks better with slightly narrower pixels, I think.
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Square pixels |
Double pixels |
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1.69:1 pixels |
4:3 display |
Verdict: 1.69:1
VIC-20
Commodore's VIC-20 is character-based rather than text-based, and allows software-defined 8x8 characters and colors, making it better suited to video game graphics than the VIC-20. But it only has 22 columns, far fewer than the PET's 40, and has an effective resolution of 176x184.
Gridrunner
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Square pixels |
4:3 display |
Grid cells should be square. It's the law.
Verdict: Square pixels
IBM PC
Even in the days of CGA, the PC had a variety of graphics modes. The most common were an 80-column text mode, a 320x200 4-color mode, and a composite 160x200 16-color mode. The PCJr and Tandy computers also had a digital 160x200 16-color mode that wasn't widely used outside of Sierra games until EGA became more popular.
King's Quest (PCJr)
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Square pixels |
Double pixels |
4:3 display |
4:3 just looks better. Both graphically and textually.
Verdict: 4:3 display
The Hitchhiker's Guide to the Galaxy (80-column text)
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Square pixels |
4:3 display |
The font looks a bit nicer scaled to 4:3.
Verdict: 4:3 display
Alley Cat (320x200)
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Square pixels |
4:3 display |
This conversion matches the Atari's layout and dimensions very closely, but the redrawn elements (the holes, the furniture) seem to look better with square pixels.
Verdict: Square pixels
ZX Spectrum
A typical ZX Spectrum game has an active display of 256x192 pixels, and a border of 320x240 pixels. No need to overthink this - the Spectrum is a square-pixel beast that targets 4:3 screens.
Commodore 64
The C64's default mode is a 40-column multi-color character display which comes out to 320x200 resolution, plus a border, which is taller in PAL models than NTSC. VICE has an option to crop out this border entirely, although a lot of games will look too tightly framed without it, and some programs (mainly demoscene stuff) even manage to draw to the border through some voodoo.
NTSC has a pixel aspect ratio of about 0.75:1, and PAL is approximately square. This would mean that conversions from one to the other either needed to have their pixel art redesigned or else be distorted, and I doubt that the former was common.
Ghostbusters
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Square pixels |
0.75:1 |
Neither one of these is quite circular, but the 0.75:1 PAR (which is taller than 4:3) comes closer.
Verdict: 0.75:1
Winter Games
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Square pixels |
0.75:1 |
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4:3 borderless display |
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Square pixels looks too wide. 0.75:1 pixels looks better, but honestly looks a bit too tall. So I threw in a simulated 4:3 borderless, and this looks about right, but it isn't authentic.
Verdict: 4:3 display
Spy vs Spy
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Square pixels |
0.75:1 |
No question here on which looks better.
Verdict: 0.75:1
MSX
Games typically run at a maximum of 256x192 with a 320x240 border, like the ZX Spectrum. This is a 4:3 square pixel system.
BBC Micro
Graphical modes are 640x256, 320x256, and 160x256, and horizontal resolution can be changed mid-frame.
Elite
I don't think this needs to be overthought too much. The active display is 256x256 with a 320px border, and it looks perfect with square pixels. Trying to "correct" it to 4:3 would just cause distortion.
NEC PC-88
PC-88 games typically run at 640x200 with interlacing. I much prefer double-scan, but this is never the default emulation setting. Either way, a raw screenshot should be 640x400.
Thexder
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Square pixels (double-scanned) |
4:3 display |
Square pixels actually look better! Squares are square, circles are circular, fonts look fine. I guess the giant robot looks a bit squat, but overall I prefer the one on the left.
Verdict: Square pixels
Hydlide
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Square pixels (double-scanned) |
4:3 display |
Without much graphical detail it's hard to judge but I think I still prefer the square pixels, although some elements, like the Hydlide logo and some of the fonts, do look better in 4:3.
Verdict: Square pixels
Romance of the Three Kingdoms
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Square pixels (double-scanned) |
4:3 display |
The square pixels look better to me, especially the map of Han-era China.
Verdict: Square pixels
Macintosh
There's a thing I don't quite get. The Macintosh reportedly used square pixels, but the original 128KB model's screen resolution was 512x342, or about 1.5:1. Was that the aspect ratio of the screen? In photos, it doesn't look so. Later models upped the resolution to 512x384, but "square dots" was a design doctrine from the very first model, supposedly.
I'm not going to really analyze this, but I'm going to show a thing related to aspect ratio that I think is kind of cool. Mini vMac can emulate a widescreen Mac!
Authentic? Absolutely not. Usefulness? Limited at best. But I like the fact that this is even possible.
Conclusions - computer game developers usually designed their art around pixel aspect ratios, but it isn't consistent. You'll see art that accounts for aspect ratio, art that doesn't account for aspect ratio, and art that accounts for aspect ratio incorrectly, sometimes all in the same game. The default 4:3 display correction that emulators tend to assume isn't always correct, but it's usually close enough, and almost always preferable to no aspect ratio correction, but there are exceptions.
Also, those C64 display borders are THICK.