Intent of the Artist
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🔗Experiencing the Past
The musical compositions of Johann Sebastian Bach are generally performed differently today than how they were at the time Bach composed them. For one, concert pitch was not yet standardized as it is today1 so the instruments of an ochestra were likely tuned to match the venue's organ which typically was of a lower pitch.2 Similarly, while equal temperament is ubiquitous today, Bach may have intended well tempered meantone for compositions such as his Das Wohltemperirte Clavier.
Of further note, modern performances of Bach's pieces may use modern instruments that had not yet been invented (such as the modern piano) whereas Bach would have likely had contemporary instruments in mind such as the harpsichord. This is true of not just Bach's but many historical compositions. For example, the compositions of Ludwig van Beethoven make references to the technology provided by the fortepiano, such as the Piano Sonata No. 14 in C-sharp minor, Op. 27, No.2 bearing directions that the piece should be played without dampers.3 References such as these are clear indications of an artists intent.
Over time, the experiences of the past are adjusted for modern audiences. Sometimes the changes in interpretation are the result of differences that arise naturally, such as the plays of William Shakespeare performed in modern Received Pronunciation rather than the actual accent of Shakespeare's day. Other times, the differences are a result of technological changes, such as the modern piano producing a different sound than the fortepiano4. I believe the technological transition of consumer televisions from cathode-ray tube (CRT) to flat-panel display (FPD) has resulted in a similar change of experience for video games of the past.
🔗Playing the Past
Recently, I've felt a nostalgia for the video games I played as a child on consoles such as the Nintendo Entertainment System (NES). Thanks to the popularity of video game console emulators nowadays, it is easy to play those games using my personal computer. However, I have noticed several differences compared to the experience I remember from my childhood.
For example, latency with modern emulators can make precision platforming on games like Super Mario Bros. difficult and feel much clunkier than on the original console. Furthermore, the visual appearance of the games on my modern flat-panel display seem different than how I remember them; e.g. the colors are more saturated and the pixel boundaries are sharp enough to give a sort of blocky appearance to sprites.5
The visual differences in particular bothered me enough to investigate why they were so. I discovered the primary reason was the technology I used to display the games: as a child I used a typical consumer CRT television with my NES console hooked up via an RF switch. The analog nature of the composite video signal, as well as inherent susceptibility to interference, and the display behavior of CRT technology results in an image that is difficult (if not impossible) to physically recreate with modern digital flat-panel displays.6
🔗Producing the Past
Video game designers of the time were aware of the display behavior of their television sets and would design their games around these quirks, sometimes exploiting them on purpose for desired effects. For example, a transparency effect in Sega Mega Drive games can be achieved on a composite display by leveraging a dither pattern that leans on the degraded image fidelity of a composite video signal. Games such as Gaiares and Sonic the Hedgehog7 are well-known for utilizing these composite video effects.8
As such, a video game graphic designer at the time may have had two screens at their work station: a computer monitor to run a graphic editor, and a CRT television to view the result of their work.9 The reason is that the image on a computer monitor would look different (typically with sharper and more square pixels) than a CRT television. As well, rendering on consumer televisions allowed graphics designers to see how their art would appear to the end-users; e.g. the colors on a CRT television may bleed into each other, and graphic artists may exploit that to achieve effects such as appearing to adjust pixels to sub-pixel positions.
🔗Recreating the Past
To reexperience video games as I did in the past, I came to the conclusion that I would need to use the same technology of that time period. Ideally, I would use the orginal video game console for a particular game in order to ensure the correct execution behavior, signal output, response latencies, etc.
However, vintage technology inevitably breaks down as all things do; I figured it would be cumbersome to acquire and maintain the various original consoles for each game I wish to play. As such, I settled on a solution of utilizing an FPGA to reproduce the digital behavior of the various game consoles with peripheral hardware to reproduce the analog signals of respective devices.
Specifically, I leveraged the MiSTer FPGA project to run the video games; I used a Terasic DE10-Nano Kit with a MiSTer FPGA Analog IO Board and MiSTer FPGA Serial Native Accessory Converter (SNAX). MiSTer features a method for outputting analog video called Direct Video, which allowed me to output a game core's video signal from the HDMI output of the DE10-Nano board that I fed to an HDFURY 3 digital-to-analog converter (DAC) to get a component video; I could then take that component video signal and connect it to a MiSTer FPGA YC Active Encoder Board to get a composite video signal if I desired. For audio, I fed the Mini-TOSLINK optical digital audio output to a Schiit Audio Modi+ DAC to get stereo analog output.
With analog video and audio signals, I could now connect to a CRT television to view the video games on the same display technology of their respective times. I chose to use Toshiba 14AF41 CRT television for the convenience of its size as well as support for a variety of input signals. In order to get a VHF RF television broadcasting signal, I connected the composite video signal and stereo audio signals to a Panasonic Omnivision PV-8450 videocassette recorder (VCR) I found in a thift store and leveraged the VCR's built-in RF modulator. The end result is an experience that closely recreates my childhood memories of playing the respective vintage video games.
🔗Reliving the Past
There are some inherent shortcomings in my solution. For one, the DACs I use to generate the analog signals are modern designs that do not exactly match the electrical properties of the original vintage circuits. In fact, even for a particular video game console there may be various hardware revisions with different circuits that would have produced respectively different output signals.10
CRT televisions as well can produce an image that is slightly different from each other.11 Likely, there was not a canonical RGB palette game designers used when creating art for a game, but rather programmed the colors to look acceptable on their particular test stations. Even when looking at a single company, there may not have been a standard reference test station.
For example, in a clip from the 1994 documentary film Otaku, Nintendo of Japan employees can be seen developing and testing games with various different models of televisions and monitors; similar setups can be seen in B-roll footage of the Nintendo office in Kyoto. In another video, game testers for Nintendo of America can be seen running NES consoles with the yellow port composite video outputs to Mitsubishi MGA CRT televisions.12
This all assumes game designers intentionally accounted for CRT displays, but some games may have simply been developed on a computer monitor without much regard for their final appearance on CRT televisions. Developers of the time may have seen the varying appearances on CRT televisions as just mundane imperfections inherent in the medium: the game's appearance on consumer televisions was not specifically aimed for but rather merely an acceptable product which was considered good enough for the game's release.
On a more philsophical note, it might not be possible to truly experience vintage games as someone in the past would have because our modern context adulterates the experience.13 Realistically, I think to know the artist's intent requires the artist to divulge it rather than for others to try to infer it. An author of a novel is likely indifferent to the physical medium of their work, but rather more concerned that the story itself is effectively received. Perhaps similarly, game designers just want their games to be played.
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The international standard pitch typically accepted today is A440 which defines the musical note of A above middle C as the musical pitch corresponding to an audio frequency of 440 Hz. ↩
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It can be argued that the acoustics of the venue would also have had a significant impact on the sound of a musical performance. ↩
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In 1802, Beethoven sends a letter indicating that he would like an Alton Walter fortepiano. ↩
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Similar to Beethoven, Wolfgang Amadeus Mozart likely composed with a fortepiano in mind, which when played results in a different sound for the composition than a modern piano would give. ↩
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I'm referring to the visual differences of reproducing a game's display on modern flat-panel display, but video game consoles may differ as well in the particular color palettes they support. ↩
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The analog properties of composite video can result in significant visual differences even when compared to other analog video signals such as component video. ↩
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An interview with Yasushi Yamaguchi and Naoto Ohshima appearing in a doujinshi titled ファンタシースター 〜31年目の原点〜 details how the water effect in Sonic the Hedgehog was inspired by a technique used in Gaiares. ↩
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Exploiting hardware behavior for visual effects was not limited to just composite video. For example, the Game Boy and Game Boy Color did not feature support for partial translucency, yet such could be achieved by displaying an image every other frame and thus exploiting the latency of the screen. ↩
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At Nintendo of Japan, graphics editing appears to have been performed on a Fujitsu FM R-50 HD, while game programming appears to have been performed on HP 64000 mainframe computers. ↩
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For example, the Sega Genesis Model 2 had a revision (VA1.8) manufactured with a Samsung KA2195D video encoder while another revision (VA2.3) was manufactured with a Sony CXA1645M video encoder. Differences such as these may cause players to wonder whether their games are behaving as intended. ↩
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This is not to mention the differences between NTSC and PAL, or even just between variants of NTSC such as the analog television standard used in Japan. ↩
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The NES console has a dedicated composite video output while the Nintendo Family Computer does not. It's interesting to consider that Japanese game developers testing their games on a Family Computer would have used an RF composite connection while game testers in America may have used the NES's dedicated composite video output. While some might think the best native output on a game console is closest to the game designer's intent, it's possible that is not the case for some games. ↩
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Physically as well, the ubiquitous presence of Wi-Fi in modern life produces radio frequency interference affecting RF signals to an extent that was not present in the past. ↩