Chris, allow me to play the Devil's Advocate
.
I'm surprised how many people here are trying to shoot holes in the superiority of RGB. Let's not get carried away and imagine what the developers' "intentions" were when they drew their graphics. I have a PC-Engine promotional video here that shows developers at Hudson working on games such as Tengai Makyou, and the graphics artists used computers with a graphic editor on-screen, and a second video monitor beside it for previewing. Let's also not forget about the PC-Engine that was built into a computer monitor and sold in Japan; I'm sure that is connected directly via RGB. Thus, PCE hardware WAS sold with RGB output as standard in some cases.
Chris, I think you're conflating several related issues
.
1. The question is not: "Is RGB technically superior?", but rather "Is RGB aesthetically superior?"
2. What market(s) were PCE / TG-16 games designed for? What implications does this have when designing software?
As far as #2 is concerned, I humbly disagree with you
. Yes, developers used computers + software, their tools of the trade, to create games. But they knew full-well that they were designing for standard televisions, and their standard practices would reflect that. A handful of niche products that could display PCE RGB would never negate the fact that 99.99% of the audience would be using composite / RF to display PCE video output. No, I don't think that developers back then would say, "OK, let's design this game with PCE RGB-user in mind." Instead, I think they'd say, "Keep in mind that folks will be playing these games on televisions, not our workstations, so our product has to downgrade nicely for RF / composite."
Therefore, I find it hard to believe that most console artists / developers were not incredibly concerned with how their software was displayed on standard televsions. Crucial decisions and standard practices were made along these lines, IMO.
Now, as far as #1 is concerned, all preferences are completely subjective. That said, I think there is an unfortunate tendency to correlate technical "purity" as if it were a virtue unto itself. Brighter colors, more finite color separation, higher contrast, etc. are discussed as the end-all and be-all. Hogwash!
Personally, I feel that the true beauty of most older consoles (PCE included) is revealed with RF / composite / (s-video ?). Why? The games were designed that way, with a specific medium in mind, a specific canvas.
That is where the character and beauty lies: in the technical limitations, the imperfections, the non-godlike aspects. Admittedly, I rarely use emulators, but when I do, I prefer to use filters that simulate horizontal scan lines.
I agree with GUTS: perfect, pure, sharp blocky pixels are aesthetically sterile as far as SMS, NES, PCE, Genny, etc. are concerned. Apparently, lots of folks prefer to strip the life and character from games? I don't (ouch, those are fighting words
).
Bottom Line: I'm not saying it isn't fun or interesting to experience component, RGB, etc. etc. It
is fun. In a perfect world, I would love to have all options available at all times.
That said, I'm arguing that there is an aesthetic beauty to RF / composite / s-video + standard tv that is overlooked in technical discussions. Furthermore, the original context of these games (the designers intentions and their audience) are often ignored as well.
Let me put it this way: if I were to display in-game PCE art in my home, I would want a photograph of a messy, imperfect television screen since it captures the essence of playing the PCE console.
There is purity in impurity
.
/rant