You need to average the sprite pixels which are visible beneath each screen pixel. The sprite pixels can be sampled "nearest", but to move smoothly in subpixel increments on the display, you need some kind of oversampling.
If you're using OpenGL, you can do this in your shader by averaging 4, or 9 or more sprite samples offset near each fragment (calculated to be within a screen pixel). Alternatively, render your scene at 4 or 9 or more times the screen size, and then reduce with averaging. (This may be available directly on your platform, or implemented as a shader, but run just once at the end instead of per sprite.)
Which one is more performant depends on the scene, number of sprites &c.
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EDIT: One more approach -- Make your sprites pre-magnified, pixelated but nice and big, and use linear interpolation. That way when a (big) "pixel edge" is under a fragment, you'll get a blend.
All of these methods run risk of washed-out strobing, if sprite pixels are close in size to screen pixels, or if they match but offset fractionally. I think the a good rule would be, if sprite and screen pixels match exactly and are aligned: Looks good. Else, sprites should be scaled at least 2.0+ and fractionally averaged, to guarantee at least one fully-colored screen pixel per sprite pixel.