Back in my youngling days, I could tell if someone left their TV on just by being able to hear the noise from TV.
Also, I avoid CRT Scanlines like the plague, as much as I play those games as nostalgia, scanlines makes it look like the Panel is broken, I much prefer the cleaner look of solid images.
On the topic of the refresh rates problem, is that possible to solve using VRR?
1. You're hearing the 15.75 KHz scan rate.
2. Variable-rate refresh? Depends on what kinds of refresh ranges they support in the first place.
Which also leads me to:
Problem #7: what connectors?
Why is the S-video connector (the best most folks can get on an SNES or N64 without resorting to RGB) already gone from all new TVs?
Why is the VGA connector (used by some newer arcade games) also gone on PC monitors?
Most arcade games output analog RGB plus composite sync. (Some have negative sync.)
And there is no standard connector for this at all. You literally make your own.
The JAMMA harnesses I buy have some weird connector I cut off and replace with a hand-crimped one for my Wells Gardner K7500.
Some older computers (like Silicon Graphics) output sync-on-green, even over a standard VGA port (you'll see this on an SGI O2 workstation), and if your monitor supports this at all it often results in a strange greenish tint if they don't support it right.
The real reason VGA was dropped from the PC space was because of cost. The analog macros on a microchip cannot shrink anymore, but digital logic for DisplayPort can. Even before this you can see alot of video cards with really bad quality slim-line "low profile" connectors, which force all 15 wires closer together for worse signal quality. But that's no excuse to drop it from monitors.
In theory you can go to monoprice and buy an S-video to HDMI converter (I have), but it doesn't support 240p properly either. It loses sound entirely on an SNES and adds lag.
So the only option becomes something like the much-vaunted X-RGB mini. And you won't get DisplayPort on that either.
But hey, these modern TVs support composite input and sometimes even component video, so why can't they just support everything natively and do it right?
And let us have a generic, easy-to-find-connectors-for analog RGBsync connector.
Problem #8: no light gun games without CRT.
Revolution X is one of the few arcade games you could play with an LCD, because its guns have no opto-electronics at all.
But reality is everything from the NES Zapper to the SNES SuperScope rely on exact timing from a CRT to work.
Any lag will make the game absolutely unplayable.
SuperScope, in particular, is actually watching the raster scan of the CRT (instead of looking for black-and-white images like the Zapper does).
It's so sensitive that it does not even see the color red at all (by design-- red phosphors stay lit too long and it throws off timing).
These light gun games are so lag-sensitive that even those NES clones (like the Retron 3) won't even work with my CRT! Hogans Alley works fine on a real NES, but not on the Retron 3! Fascinating! Why? Unknown, but I'd guess latch array timing inside the NES-on-a-chip is off.
As for eating electricity like it's going out of style, that's just not true.
My house has several modern LCD and plasma TVs which all take more power than my 27-inch CRT.
300W on the plasma. That's more than a pinball game at full blast with all motors and coils going, let alone a whole video arcade cabinet.
Problem #9: vector games
Atari Tempest has a resolution of 768x1024. That's what its math box calculates to. Not bad for 1981!
But the display is a glorious color vector monitor. (The last one I fixed was a Wells Gardner 6100.)
And the whole point is to draw vectors between pixels, not to just show digital pixels on some LCD adapter. Real vectors have a unique (sometimes even faulty analog) look.
If you're going to have a vector game, have a vector monitor.