Pixels Weren't Always Square: A Deep Dive into Retro Game Aspect Ratios

Did you know that pixels weren't always square? This article explores the fascinating history of pixel aspect ratios in retro computer games. From early consoles to PCs, pixel shapes varied wildly, far from the ubiquitous square we see today. The author analyzes the aspect ratios of games across various platforms (SNES, Apple II, TRS-80, Commodore 64, etc.), and how best to present them on modern displays. Concepts of 'authenticity' and 'super-authenticity' are discussed, comparing methods like nearest-neighbor, linear, and cubic scaling. Numerous game screenshots illustrate the visual impact of different aspect ratios, concluding that while most developers considered aspect ratio, it wasn't always accurate or consistent, and while a 4:3 display is often a good compromise, it's not always the best solution.