Maybe a little better than stock.. But still doesnt look right. Especially the non linear progression in glow spread. (you can see it goes from light, to darker, to lighter...etc..)
It also does not seem to consider difference from voltage, nor the effect of time spent on drawing in the same area. For example, a reason why the bullet is 10x as bright as the asteroids, is probably because the game updates that spot much more often... thus leading to the phosphor to glow much brighter. As well as the fact that the longer an image isnt updated.. its constantly in a state of fading out.
Because typical CRTs cant glow as bright as a vector monitor, without rear voltage adjustment crank, one should think about dimming the rest of the objects in relative measure. For example... if the brightness difference between the bullet and the asteroid is about 10 shades... then when you put in on mame, you would have to draw standard white for the bullets, and tone down the other objects to a more gray tone.
In this respect, the game would at least be accurate to a degree, in shade differences. And then, the player could choose to crank his LCD backlight to Retina Burning levels (and or put in a few more super-bright LEDs to boot), and or crank CRT voltage up. But even without all that, it would still look better with accurate differential.
As for the statement about Connected Vectors... As far as Ive seen & understood, all vector games draw in a continuous line.
The only reason why the player does not see this, is because it drops the voltage when the game tells it so.
On a broken or mis-adjusted color vector game, Ive seen every lined connected. From what Ive heard, you can crank a certain voltage dial, to see it for yourself. However, its certainly not good for the machine, to be cranked up to that level. It can end up burning the phosphor up.
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