when designing the game, they probably started on paper. AND most arcade games where not designed on the hardware (monitors, etc) they ended up being on, so the Bleed and such was probably not Incorporated into the design.
A lot of these guys were coding using the equivalent of a Calculator! Zeros and Ones,
no monitor. A print out only! (as far as I recall from the documentary I saw long ago)
If that was the case... do you really think that they spent a lot of time on
higher res monitors?
If they did in fact do so... then that was probably at a later time period. Maybe late
80s to 90s. And even IF they did it from the start... it wouldnt matter. The
whole idea is that the game designers Knew that their creations would be
displayed on a lowres monitor... so made the graphics to suit that display from the
very start to the very finish.
We are not talking Concepts here. Its known that some designers, such as
the game Joust... were envisioned in true 3d. Gladly, they didnt have the
power to do such things with the hardware back then.
It was argued that because the beams were shot at angles.. it would cause distortions.
The isnt really all that true... because its not the beam you are seeing. You are seeing
a Glowing Phosphor Dot light up. The angle of the beam that Hits the Phosphor
matters very little. In fact, the Shadowmask is Designed for just that purpose.
The mask isnt simply a mesh. Its a 3d structure. The rear of the mask has little
cups routed out on the rear, which catches the beams overspill on both the left
and right angled gun beams.
When anyone put an image on these lowres arcade monitors, they would immediately
see that certain things didnt look all that good... and had to be tweaked.
You can easily know this.. by viewing this website on a non-hdtv.
Still, its not like what was described in the argument. The effects of a crt shadowmask is not random. The effects are equally duplicated.
You can see such a thing when the artists realized that if they used a single pixel checkerboard pattern of black , could make translucent shadows. The pattern didnt show - but the dark translucent shadow effect did. Nobody would have known this,
unless they had not tested the images on lowres arcade monitors. And... they couldnt
have designed the games for higher res monitors - least the player see an ugly
mesh pattern.
The color mixing isnt random either. There is a science to the way the colors
bleed, mix and fade... which is duplicatable, and was used in many games.
Most especially with games where they hired actual artists to do the graphics,
instead of only the programmers doing them.
To simulate this however, inst as easy as Gen believes. It cant be done with a
simple filter effect. It has to be done with something like a complex ruleset,
and or use of something like a raytrace routine. Basically, 3d rendered rays
bouncing around in the simulated 3d mask. The resolution would also have to
be insanly high to pull it off well. Else, they effect would have to be scaled.. which
would change the entire look of it... making it all near worthless.
As stated, Pac Mans pellets were designed octagonal, because that was what
looked best on a standard arcade monitor. The way it was Designed to be viewed on.