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To be fair, at this time the game was still being designed on CRTs (LCDs existed but everything except footprint size was a downgrade - and they still are if you ask me), so the intended way to play the game from the artists perspective is still at 1x on a CRT, which effectively masks pixels edges with the CRTs inherent picture softening.
To be fair, at this time the game was still being designed on CRTs (LCDs existed but everything except footprint size was a downgrade - and they still are if you ask me), so the intended way to play the game from the artists perspective is still at 1x on a CRT, which effectively masks pixels edges with the CRTs inherent picture softening.