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In fact I would prefer it stayed entirely at 320x180 resolution, even the fog and lighting effects and such.
Adventure, on the Atari was a pixel perfect adventure game :P
It's an artefact of Adventure Game Studio. Which this game and a the majority of other 2D adventure games use (including all Wadjet Eye games for example.)
AGS supports sprite scaling in engine, but for some reason it scales them down based on the upscaled output resolution rather than the original game resolution. I have no idea why it's like this, and every AGS game I've played has this problem.
You could also make all the visual effects run at 320x180 or any given "native" resolution, make the whole game 320x180, although the easiest way I can think of to do this without recoding things - just do a scaling pass before displaying each frame - might be too intensive for the design purposes of the engine. I say intensive not because it would be difficult at all for any GPU still in use today to do (or I guess any GPU ever made), but an extra step that may be unwanted to the people working on the engine. Of course, it'd be optional, whether for the game developer or the user.
I've submitted a request to the AGS devs for a feature to scale sprites to the game resolution.