NOT retro enough? Show #20 might need the second part
That was a great idea to discuss how game developers artistically dealt with limitations of the past.
But the chaps only went maybe about as far as 1990, but, of course, it goes further back in computer history.
For example, Sinclair ZX Spectrum and its clones have totalled up to 12 million units, which js thrice smaller than the original Nintendo console sales by the end of the 1980s, but a massive phenomenon of the past still.
Being cheap in too many ways this computer had a way more limiting capabilities because it could only display two colours per 8*8 pixel block, so game developers have used techniques to create graphics around that, and it is seen in many games that were not just ports from platforms with better graphics.
This Spextrum platform has an advanced demo scene which has required incredible mastery to deal with maybe the most limiting capabilities of all machines of the kind.
Platforms like Atari 1000are also interesting because they were somewhat worse than Commodore Amiga, so programmers had to use their own tricks to fight the limitations.
But even earlier than all that there were simpler cheaper computers that did not have raster graphics at all, but could only use pseudo graphics, and people were creating wonders with those, too. Osborn, Kaypro II, Sinclair ZX80/81, TRS-80, Commodore PET, with the latter being the most popular of those.
John might get his friends who are ten-twenty years older than him to do the deep dive.