However, I often find art composed of unnecessarily-large pixels appealing: see, for instance, the favicon of bravemule.com, or the sprites from Spelunky.
I've always been a "pixel art" purist. It even bugs me when games try to use pixel art but get it subtly wrong. For instance, a game might use sprites that are scaled up at different scales at the same time and/or rotated in high resolution. This just ruins it for me.
Still. Lovely game and very charming and thoughtful artwork.
A good example of not thinking outside the box.
Scale4x seems better to me on this pic.
The first method I used would write the rotated pixel array back to the array I hand coded with the rgb values for the ship. Error quickly crept in, and while you were rotating, the ship would gradually shrink to a single pixel. After that, I used 2 arrays and it looked ok and nobody complained, but I was never truly satisfied with the result. I'm glad to know I wasn't the only one bothered by poor quality pixel rotations.
Mine does not beep though, but it makes click-a-di-clack with every keystroke, like in many movies (and keyboards back in the 80's).
It also has tactile feedback and n-rollover and was expensive as hell, but then again, I'm the kind of nut-case who learned Dvorak keyboard layout because I'm so damn lazy.
Granted, they don't do the later part in movies.
I'm really looking forward to the infinite zoom and one-click ticket change applications.
Though to Blade Runner's credit, it is the future. Maybe it was holographic film... :)
And everyone knows that Deckard was looking at a live feed from a video camera, not enhancing a still image.
I googled but only found the .exe for hq3x