IBM's Color Graphics Adapter of 1981, in its 320 by 200 four-colour mode. Sixteen kilobytes of video memory at two bits a pixel, and palette one is cyan, magenta, white and black, the combination every PC game of the decade wore. The monitor had four wires: red, green, blue, intensity.
With four colours and no way to blend them, every mid-tone had to be a checkerboard, so the look is dither through and through. The pixels were drawn 1.2 times taller than wide to fill a four-to-three screen. The famous brown in the sixteen-colour set came from a special circuit in the monitor.
The figure's reference colours are pushed by a four-by-four Bayer matrix before picking the nearest of the four, so skin becomes a white-and-magenta weave and the navy shirt a magenta-and-black one. Sky and ground are ordered-dither gradients. The whole 320 by 200 canvas is scaled 1.25 by 1.5, which is the tall-pixel ratio.