What about 1x2 pixel size? In CGA, EGA and VGA (with EGA compability), there was 640x200 resolution with 1x2.4 pixel size. An 8x8 font can be easily expanded to "8x16" by vertically doubling font. It will look good as long as vertical lines of 8x8 were 2 pixels wide.
There were also others (amstrad CPC had 160x200 mode with wide pixels (2x1) and 640x200 mode with tall pixels (1x2); Commodore 64 had a similar mode; VGA could be reprogrammed to produce hundreds of different screen modes, some of which had wide pixels(2x1) or tall pixels (1x2)).
In general though, I think people avoid these pixel sizes, as they have certain problems that square pixels do not have to deal with -- for example, rotation, stretching, and other geometric/vector math are harder to do correctly. The only examples of recent games that use non-square pixels I know of are those that are actually designed to run on these old computers (Cosmic Prison Commando, for example, is designed for Amstrad CPC).
While I and others on Pixelation enjoy the wide-pixel (2x1) aesthetic -- it has a certain cuteness -- the practical complications mean it's unlikely to get used. The tall-pixel (1x2) aesthetic you are talking about has the same complications and is also less popular. Possibly for the same reason that widescreen displays are popular and tall displays are not -- they better match the shape of our field of vision.
Personally I find 1x2 pixel art hard to look at as well as hard to create. I would not recommend either 2x1 or 1x2 pixels on a purely practical basis, though 2x1 may have some things to recommend it on an aesthetic basis.
Though I agree that fonts are one possible exception; it depends on the font design. IMO thin / 'skeletal' fonts tend to hold up better when their aspect ratio is changed, while the weighting used in heavier fonts tends to become uglier.
« Last Edit: October 19, 2015, 01:39:09 am by Ai »

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