Over the past decade or so the pixel has gone mainstream.
High-definition televisions and media formats put the number ‘ten-eighty’ in
the mouths of anybody upgrading their bulky cathode ray tube TV, and inevitably
the layman question “a thousand-and-eighty what?” had to be answered. The seventh generation of
video game consoles (specifically PS3 and Xbox 360) arrived to showcase that
High-Definition. That very few games rendered 1080 horizontal lines of pixels natively was immaterial - HD
had landed! And with our hi-res obsession came a new appreciation for the
humble pixel itself; after all, those individual blocks made up all our jaggy
games of old. But as the novelty of anti-aliased polygons wore off, players and
developers began looking back and embracing the 2D pixel aesthetic from the earliest
video games. And that aesthetic spread into fashion, furniture and art. Pixels
even got an eponymous movie last year (about which we shall never again speak.)
‘80s retrogame-chic pops up everywhere these days – Famicom phone cases, Tetris
t-shirts, Atari manbags - they are cultural callbacks to the dawn of our
digital age and are displayed as badges of lo-fi credibility – we were there at
the beginning when the now-Disneyfied plumber was just a 16x12 collection of
squares.
Nintendo embraced their sprites and advertised them prominently on their boxes in the West from the beginning. |
But they were muddy, blurry squares. Modern remasters and emulators outputting 1080p via upscale trickery make us forget the colourful gloop most of us saw as we sat in the glow of our curved screens thirty years ago. We forget that those games were never designed to be viewed in HD. We forget that while some companies embraced the pixel in their advertising, most attempted to hide their ‘ugly’ cuboid characters behind hyper realistic or extravagant covers that bore little relation to the sprite but, instead, communicated what players were ‘supposed’ to be seeing. Beyond that, players had to impose their own imagination on the impressionist canvas of the flickering CRT. Our current pin-sharp pixel worship doesn’t celebrate a return to the purity of some past experience, but highlights that this modern fixation actually echoes far older artistic preoccupations.
Some examples of the work of street artist Invader. |
Alexander the Great? Hardly. Not even 720. |
We've been creating and idolising lo-fi interpretations of the real world for centuries. Art history constantly demonstrates the deconstruction of
complex forms into simpler blocks for rebuilding and reconfiguration. Greco-Roman mosaic tiles
offer an ancient analogue to the pixel, although they allow the viewer to
appreciate the image’s complexity in a way an animated sprite couldn’t until we
were able to screen-grab and fetishise each frame. Unlike mosaics or textiles
where intricacy is easily considered and appreciated in the final product,
animated art usually prevents similar analysis without disrupting the final
form. The detail in a sprite is difficult to parse in motion and, when taken in isolation,
ironically it’s often the economy of pixel art rather than the detail that is better appreciated in a field governed by strict technical limitations. How have they done so much with so little? The
implication of a single pixel on a character can read differently to every player. I was always convinced that Sonic the Hedgehog had no visible
mouth. Looking closely at the sprite blown up on a monitor,
one could argue that some of the darker pixels under his nose imply a mouth but I always
perceived a defiant, determined frown, not the shit-eating grin he wore in all
accompanying media that fed into his ‘hog
with ‘tude persona. The sprite
was open to individual interpretation.
“Enemy GAUDIZARD attacked!” |
Intricately beautiful, but a ‘mare to animate. [Source] |
We should remember that although the number of pixels in the
vertical line was still the measure of resolution before HD ruled, CRTs had the
ability to support multiple resolutions. They would rapidly scan across the
screen projecting one line at a time (‘skipping’ every other one if the input resolution
was sufficiently low, resulting in that delicious banding effect.) CRTs would
take the input resolution and, regardless of horizontal pixel number, alter the beam sweep rate to fill the
width of the 4:3 screen. They project the image and, consequently, the pixels would ‘stretch’ and become
rectangular. The NES (see the Super Mario
Bros illustration) output 256x240 pixels, which is not 4:3 (320x240), but
the CRT 'stretched' them by about 20%. Modern TVs have a fixed number of square pixels built in to the screen (‘Full HD’ - 1080p - gives us 1920 pixels across with the
standard 16:9 widescreen aspect ratio.) They are not projected and cannot be ‘stretched’.
Therefore, displaying NES games in 1:1 pixel mode on modern screens results in
a thinner than expected screen. This can be remedied but it involves some
algorithmic trickery that necessarily blurs the x-axis pixel info to fudge that
extra 20%. We get our 4:3, though it doesn’t look as sharp due to a fundamental
limitation that the older tech didn’t have. Add a scanline filter and you’re
getting close.
Shocking textures. And where’s my 4xMSAA?? #lazydevs |
How you remember (top) versus how it was (bottom).
Going back to the source is jarring after years of 30-60fps.
|
Regardless, 1080p60 isn’t bleeding edge anymore. But is
native 4K30 better? How about upscaled 4K45-ish? Post-processing? HDR?
Downsampling? Filters?...
It all boils down to a pixel, whether crisp and clean or
smeared by its nearest neighbour. Play and let play…except, of course, if you
use that unholy Super Eagle filter.
That is obviously and objectively wrong and you should be punished/reeducated.
[/sarcasm]