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by edkennedy 3238 days ago
I get what you are saying, but this is not an issue in this case. Most screenshots were done with analog film cameras pointing at a CRT. So resolution is not a limiting factor. See: http://www.usgamer.net/articles/back-when-screenshots-really...
3 comments

I had to know more so I looked up how they made those screenshot maps in Nintendo Power:

"That machine that we had at Work House in Tokyo looked like a VCR or something. It was huge. They'd hook it up to the game system, and then it would print out a picture that was maybe four postage stamps big. It wasn't even as large as a Polaroid. It would print out this beautiful color picture, and then these guys would sit there and take their X-Acto knives and cut out the trim, and then they'd paste them onto this larger board, and make this huge board that was the entire map."

http://www.gamasutra.com/view/feature/183233/nintendo_power_...

Fascinating! The resolution (meaning literal detail per square inch, in this case) of the artwork is still terrible and you probably don't want to show off individual pixels, but at least you could use a proper print resolution and blow things up to at least 3-4 inches wide on the page if you wanted to. I appreciate how these photos are able to capture the intended phosphorescent blur as opposed to the jagged source pixels that a raw screenshot of today would produce.
I always wondered about this and would love to know more about it. Back in the 80s when I used to read the ZX Spectrum games mags in the UK, one magazine ("Your Spectrum") always had crisper screenshots than any of the others, clearer than seemed possible to me using a camera pointed at a TV screen. I always wondered what they did and what the difference was.