>>49278312An actual explanation is that CRT monitors had little to no brightness or saturation controls. All colors were heavily saturated.
For example, a lot of GameCube games used really basic gray shading, yet the colors came through very strongly on CRT despite supposedly being washed out. Smash Bros Melee renders and TLoZ Wind Waker in particular are great examples. You'll see in digital rips and capture card footage that the output tends to be quite gray on modern panels compared to your CRTs.
When porting TLoZ WW to Wii U, you'll notice that the Wii U version in particular has a noticably bluer shadow and overall color scheme to the original due to the difference in displays. A number of the assets were straight ports, yet the rendering still added blue casting to adjust.
If you want a more Pokemon-themed example, Gen 1 to Gen 4 really show the difference in color theory due to changing monitors with the advent of LCDs and eventually LEDs.