Uploaded April 2023 | Updated September 2026, 6 days ago
No Commentary / 4k60 (x9 Integer9 Upscale) / High Res Audio / Capable Player
Playlist: youtube.com/playlist?list=PL7IEN-HGlR47OU4Tbpv0lXhiKnHJ0JfTS
This is being played on an "Analogue Mega Sg" FPGA game console allowing for clear output in sound and audio! The video provided to YouTube is 4:4:4 and lossless! Details below in Technical Notes!
----
A Rogue-lite, on the Sega Genesis!? Well, considering the original, Rogue, came out in 1980 this shouldn't be too much a surprise.
The game is turn-based, so baddies only move if you do so or take an action or skip your turn. Checkpoint every 5th floor you return to if you die.
Quick break-down of the stats:
L## = The floor you are on.
"TITLE" = Your character level giving you better health and stats.
HP = Hit Points
F = Food. Go over 80 and you slow. Over 99 and you DIE.
G = Gold. ONLY good for buying your tombstone if you DIE.
PW = Power. Changes dynamically with weapons and other modifiers.
AR = Armor. Same as above but armorwise.
All items are randomly assigned a color and unknown until you use them.
I'll share a few tricks next video!
----
Technical Notes:
------
TL;DR: YouTube was provided a perfect video so pixels are sharp and shapes are correct. Audio is "high resolution" compared to a Genesis system due to no processing constraints. Watch in 4k or 1440p if your computer can handle it.
This video has suffered no lossy compression before reaching YouTube! It's a lossless video file with no chroma subsampling (4:4:4). Essentially, it's a perfect copy until YouTube works its magic which now makes it a 4:2:0 video with lossy compression, yes. However, the better the initial copy... the better!
The video was originally captured in a 320 x 224 resolution, the native "square pixel" resolution of most NTSC Genesis games, and then integer upscaled x9 times to 2880 x 2016 with black borders added along the outside for a clean 4k display!
This results in a "pixel perfect" output that is slightly wider than what you might have seen on your old CRT TV set! However, the pixels are sharp this way AND the art was designed in this "pixel perfect" resolution before being squashed to 4:3 back in the day. In short: Pixels are sharp AND circles are circles and squares are squares.
Some games were a 256 x 224 resolution, originally. These will be uploaded in 1440p to fill the screen as much as possible and maintain a pixel perfect integer upscale. The native resolution is far too thin for what the game looked like on a CRT OR for the art, so the width is integer scaled a step higher to result in a 4:3 aspect ratio (256 x 7 for 1792 and 224 x 6 for 1344 = 1792 x 1344). These will look a little thinner than the 320 x 224 games I'm uploading, but the art will be crisp AND be how it looked in the old days!
Some games switch between 320 x 224 resolution and 256 x 224 resolution (Sonic 2 special stage, Lion King Stampede level, etc.). I will generally upload levels containing large sections in 256 x 224 resolution as 1440p to maintain perfect integer upscales and preferred ratios. 320 x 224 does not change ratio between 4k or 1440p. You will know when the genesis is using 256 x 224 'cause the screen will shrink a little in these videos!
About the Mega SG... It's a FPGA (Field Programmable Gate Array) based game system which to explain in layman's terms (BY a layman): It's a "chip" dense with circuits and stuff that can be programmed to use only so many in whatever ways necessary to replicate another "chip". Basically, if you can reverse engineer a genesis exactly, you can pretty much program this "chip" to behave like a genesis exactly. Which is what this is.
I'm playing in "Zero Delay" mode so the game is running marginally faster. 0.15%, to be exact. That's less than 1/7th of a single percent. I've also cropped out the colored border Genesis games tend to have.
The sound has been tweaked slightly per FirebrandX's recommendations, I've enabled "YM2612 High Quality Mode" for uncompressed audio, and I have not engaged the ladder effect or lowpass filter. This will definitely sound different than a normal genesis because of the latter option. It's essentially listening closer to what the source sound would be like before the Genesis muffles it a bit.
I also want to mention dithering for just a moment here. In Genesis games you'll often see lines of color alternating here and there, this is because on an old CRT tv the screen would be a bit blurry resulting in those colors bleeding together and becoming a mix of the two. This can also result in transparencies if used correctly. Unfortunately with a clean digital image this won't happen. The only way to enable these "extra colors" is to blur the digital image and this certainly would not be "pixel perfect" as is my goal. I like to think that we are now able to see how the artists tried to achieve their effect! You can always squint your eyes a bit if you want to try to replicate the blurriness!
No Commentary / 4k60 (x9 Integer9 Upscale) / High Res Audio / Capable Player
Playlist: youtube.com/playlist?list=PL7IEN-HGlR47OU4Tbpv0lXhiKnHJ0JfTS
This is being played on an "Analogue Mega Sg" FPGA game console allowing for clear output in sound and audio! The video provided to YouTube is 4:4:4 and lossless! Details below in Technical Notes!
----
A Rogue-lite, on the Sega Genesis!? Well, considering the original, Rogue, came out in 1980 this shouldn't be too much a surprise.
The game is turn-based, so baddies only move if you do so or take an action or skip your turn. Checkpoint every 5th floor you return to if you die.
Quick break-down of the stats:
L## = The floor you are on.
"TITLE" = Your character level giving you better health and stats.
HP = Hit Points
F = Food. Go over 80 and you slow. Over 99 and you DIE.
G = Gold. ONLY good for buying your tombstone if you DIE.
PW = Power. Changes dynamically with weapons and other modifiers.
AR = Armor. Same as above but armorwise.
All items are randomly assigned a color and unknown until you use them.
I'll share a few tricks next video!
----
Technical Notes:
------
TL;DR: YouTube was provided a perfect video so pixels are sharp and shapes are correct. Audio is "high resolution" compared to a Genesis system due to no processing constraints. Watch in 4k or 1440p if your computer can handle it.
This video has suffered no lossy compression before reaching YouTube! It's a lossless video file with no chroma subsampling (4:4:4). Essentially, it's a perfect copy until YouTube works its magic which now makes it a 4:2:0 video with lossy compression, yes. However, the better the initial copy... the better!
The video was originally captured in a 320 x 224 resolution, the native "square pixel" resolution of most NTSC Genesis games, and then integer upscaled x9 times to 2880 x 2016 with black borders added along the outside for a clean 4k display!
This results in a "pixel perfect" output that is slightly wider than what you might have seen on your old CRT TV set! However, the pixels are sharp this way AND the art was designed in this "pixel perfect" resolution before being squashed to 4:3 back in the day. In short: Pixels are sharp AND circles are circles and squares are squares.
Some games were a 256 x 224 resolution, originally. These will be uploaded in 1440p to fill the screen as much as possible and maintain a pixel perfect integer upscale. The native resolution is far too thin for what the game looked like on a CRT OR for the art, so the width is integer scaled a step higher to result in a 4:3 aspect ratio (256 x 7 for 1792 and 224 x 6 for 1344 = 1792 x 1344). These will look a little thinner than the 320 x 224 games I'm uploading, but the art will be crisp AND be how it looked in the old days!
Some games switch between 320 x 224 resolution and 256 x 224 resolution (Sonic 2 special stage, Lion King Stampede level, etc.). I will generally upload levels containing large sections in 256 x 224 resolution as 1440p to maintain perfect integer upscales and preferred ratios. 320 x 224 does not change ratio between 4k or 1440p. You will know when the genesis is using 256 x 224 'cause the screen will shrink a little in these videos!
About the Mega SG... It's a FPGA (Field Programmable Gate Array) based game system which to explain in layman's terms (BY a layman): It's a "chip" dense with circuits and stuff that can be programmed to use only so many in whatever ways necessary to replicate another "chip". Basically, if you can reverse engineer a genesis exactly, you can pretty much program this "chip" to behave like a genesis exactly. Which is what this is.
I'm playing in "Zero Delay" mode so the game is running marginally faster. 0.15%, to be exact. That's less than 1/7th of a single percent. I've also cropped out the colored border Genesis games tend to have.
The sound has been tweaked slightly per FirebrandX's recommendations, I've enabled "YM2612 High Quality Mode" for uncompressed audio, and I have not engaged the ladder effect or lowpass filter. This will definitely sound different than a normal genesis because of the latter option. It's essentially listening closer to what the source sound would be like before the Genesis muffles it a bit.
I also want to mention dithering for just a moment here. In Genesis games you'll often see lines of color alternating here and there, this is because on an old CRT tv the screen would be a bit blurry resulting in those colors bleeding together and becoming a mix of the two. This can also result in transparencies if used correctly. Unfortunately with a clean digital image this won't happen. The only way to enable these "extra colors" is to blur the digital image and this certainly would not be "pixel perfect" as is my goal. I like to think that we are now able to see how the artists tried to achieve their effect! You can always squint your eyes a bit if you want to try to replicate the blurriness!
![06. [FPGA 4K] Ghostbusters (Genesis) - Deep Hole
No Commentary / Practiced Run (Bill Murray) / 4k60 (x9 Integer Upscale) / High Res Audio
Playlist: https://www.youtube.com/playlist?list=PL7IEN-HGlR44zxYe2vrbFXiH2PJL6ssIE
This is being played on an Analogue Mega Sg FPGA game console allowing for clear output in sound and audio! The video provided to YouTube is 4:4:4 and lossless! Details below in Technical Notes!
I aint fraid of no ghosts!
OooOo~! Spooky season may technically be over but its never a bad time to play a horror game! Wait, is this a horror game? Well, its moreso than the movie which was arguably more a comedy... Anyway~!
This is a mild-maze platformer where you gotta find and capture all the middle ghosts haunting a property then beat up the boss ghost! Yay for simplicity! Whats not so simple is the wide array of items and weapons and nonsense you can buy most of which youll get little to any use of because if you change them the music in the level resets! Booo~! Seriously though, there are two winning weapons and the rest have random usages.
Sometimes all you want is a simple game with a rocking tune!
Technical Notes:
TL;DR: YouTube was provided a perfect video so pixels are sharp and shapes are correct. Audio is high resolution compared to a Genesis system due to no processing constraints. Watch in 4k or 1440p if your computer can handle it.
This video has suffered no lossy compression before reaching YouTube! Its a lossless video file with no chroma subsampling (4:4:4). Essentially, its a perfect copy until YouTube works its magic which now makes it a 4:2:0 video with lossy compression, yes. However, the better the initial copy... the better!
The video was originally captured in a 320 x 224 resolution, the native square pixel resolution of most NTSC Genesis games, and then integer upscaled x9 times to 2880 x 2016 with black borders added along the outside for a clean 4k display!
This results in a pixel perfect output that is slightly wider than what you might have seen on your old CRT TV set! However, the pixels are sharp this way AND the art was designed in this pixel perfect resolution before being squashed to 4:3 back in the day. In short: Pixels are sharp AND circles are circles and squares are squares.
Some games were a 256 x 224 resolution, originally. These will be uploaded in 1440p to fill the screen as much as possible and maintain a pixel perfect integer upscale. The native resolution is far too thin for what the game looked like on a CRT OR for the art, so the width is integer scaled a step higher to result in a 4:3 aspect ratio (256 x 7 for 1792 and 224 x 6 for 1344 = 1792 x 1344). These will look a little thinner than the 320 x 224 games Im uploading, but the art will be crisp AND be how it looked in the old days!
Some games switch between 320 x 224 resolution and 256 x 224 resolution (Sonic 2 special stage, Lion King Stampede level, etc.). I will generally upload levels containing large sections in 256 x 224 resolution as 1440p to maintain perfect integer upscales and preferred ratios. 320 x 224 does not change ratio between 4k or 1440p. You will know when the genesis is using 256 x 224 cause the screen will shrink a little in these videos!
About the Mega SG... Its a FPGA (Field Programmable Gate Array) based game system which to explain in laymans terms (BY a layman): Its a chip dense with circuits and stuff that can be programmed to use only so many in whatever ways necessary to replicate another chip. Basically, if you can reverse engineer a genesis exactly, you can pretty much program this chip to behave like a genesis exactly. Which is what this is.
Im playing in Zero Delay mode so the game is running marginally faster. 0.15%, to be exact. Thats less than 1/7th of a single percent. Ive also cropped out the colored border Genesis games tend to have.
The sound has been tweaked slightly per FirebrandXs recommendations, Ive enabled YM2612 High Quality Mode for uncompressed audio, and I have not engaged the ladder effect or lowpass filter. This will definitely sound different than a normal genesis because of the latter option. Its essentially listening closer to what the source sound would be like before the Genesis muffles it a bit.
I also want to mention dithering for just a moment here. In Genesis games youll often see lines of color alternating here and there, this is because on an old CRT tv the screen would be a bit blurry resulting in those colors bleeding together and becoming a mix of the two. This can also result in transparencies if used correctly. Unfortunately with a clean digital image this wont happen. The only way to enable these extra colors is to blur the digital image and this certainly would not be pixel perfect as is my goal. I like to think that we are now able to see how the artists tried to achieve their effect! You can always squint your eyes a bit if you want to try to replicate the blurriness! 06. [FPGA 4K] Ghostbusters (Genesis) - Deep Hole](https://i.ytimg.com/vi/vGKOazH7KrQ/mqdefault.jpg)
![05. [FPGA 4K] Ghostbusters (Genesis) - Castle
No Commentary / Practiced Run (Bill Murray) / 4k60 (x9 Integer Upscale) / High Res Audio
Playlist: https://www.youtube.com/playlist?list=PL7IEN-HGlR44zxYe2vrbFXiH2PJL6ssIE
This is being played on an Analogue Mega Sg FPGA game console allowing for clear output in sound and audio! The video provided to YouTube is 4:4:4 and lossless! Details below in Technical Notes!
I aint fraid of no ghosts!
OooOo~! Spooky season may technically be over but its never a bad time to play a horror game! Wait, is this a horror game? Well, its moreso than the movie which was arguably more a comedy... Anyway~!
This is a mild-maze platformer where you gotta find and capture all the middle ghosts haunting a property then beat up the boss ghost! Yay for simplicity! Whats not so simple is the wide array of items and weapons and nonsense you can buy most of which youll get little to any use of because if you change them the music in the level resets! Booo~! Seriously though, there are two winning weapons and the rest have random usages.
Sometimes all you want is a simple game with a rocking tune!
Technical Notes:
TL;DR: YouTube was provided a perfect video so pixels are sharp and shapes are correct. Audio is high resolution compared to a Genesis system due to no processing constraints. Watch in 4k or 1440p if your computer can handle it.
This video has suffered no lossy compression before reaching YouTube! Its a lossless video file with no chroma subsampling (4:4:4). Essentially, its a perfect copy until YouTube works its magic which now makes it a 4:2:0 video with lossy compression, yes. However, the better the initial copy... the better!
The video was originally captured in a 320 x 224 resolution, the native square pixel resolution of most NTSC Genesis games, and then integer upscaled x9 times to 2880 x 2016 with black borders added along the outside for a clean 4k display!
This results in a pixel perfect output that is slightly wider than what you might have seen on your old CRT TV set! However, the pixels are sharp this way AND the art was designed in this pixel perfect resolution before being squashed to 4:3 back in the day. In short: Pixels are sharp AND circles are circles and squares are squares.
Some games were a 256 x 224 resolution, originally. These will be uploaded in 1440p to fill the screen as much as possible and maintain a pixel perfect integer upscale. The native resolution is far too thin for what the game looked like on a CRT OR for the art, so the width is integer scaled a step higher to result in a 4:3 aspect ratio (256 x 7 for 1792 and 224 x 6 for 1344 = 1792 x 1344). These will look a little thinner than the 320 x 224 games Im uploading, but the art will be crisp AND be how it looked in the old days!
Some games switch between 320 x 224 resolution and 256 x 224 resolution (Sonic 2 special stage, Lion King Stampede level, etc.). I will generally upload levels containing large sections in 256 x 224 resolution as 1440p to maintain perfect integer upscales and preferred ratios. 320 x 224 does not change ratio between 4k or 1440p. You will know when the genesis is using 256 x 224 cause the screen will shrink a little in these videos!
About the Mega SG... Its a FPGA (Field Programmable Gate Array) based game system which to explain in laymans terms (BY a layman): Its a chip dense with circuits and stuff that can be programmed to use only so many in whatever ways necessary to replicate another chip. Basically, if you can reverse engineer a genesis exactly, you can pretty much program this chip to behave like a genesis exactly. Which is what this is.
Im playing in Zero Delay mode so the game is running marginally faster. 0.15%, to be exact. Thats less than 1/7th of a single percent. Ive also cropped out the colored border Genesis games tend to have.
The sound has been tweaked slightly per FirebrandXs recommendations, Ive enabled YM2612 High Quality Mode for uncompressed audio, and I have not engaged the ladder effect or lowpass filter. This will definitely sound different than a normal genesis because of the latter option. Its essentially listening closer to what the source sound would be like before the Genesis muffles it a bit.
I also want to mention dithering for just a moment here. In Genesis games youll often see lines of color alternating here and there, this is because on an old CRT tv the screen would be a bit blurry resulting in those colors bleeding together and becoming a mix of the two. This can also result in transparencies if used correctly. Unfortunately with a clean digital image this wont happen. The only way to enable these extra colors is to blur the digital image and this certainly would not be pixel perfect as is my goal. I like to think that we are now able to see how the artists tried to achieve their effect! You can always squint your eyes a bit if you want to try to replicate the blurriness! 05. [FPGA 4K] Ghostbusters (Genesis) - Castle](https://i.ytimg.com/vi/vdoiow3awzQ/mqdefault.jpg)


![05. [FPGA 4K] Blades of Vengeance (Genesis) - All Treasure/Secrets - Southern Watch Tower
No Commentary / 4k60 (x9 Integer Upscale) / High Res Audio
Playlist: https://www.youtube.com/playlist?list=PL7IEN-HGlR47pFjCqAKmP4MlsltjL3Bvo
This is being played on an Analogue Mega Sg FPGA game console allowing for clear output in sound and audio! The video provided to YouTube is 4:4:4 and lossless! Details below in Technical Notes!
Im gonna make this description a little bit of an information dump for game mechanics, here goes:
Ducking. BLOCKS. Which is crazy. You are pretty much entirely invulnerable in the direction you are facing when ducking. This is a super important mechanic which makes the game far more easy to complete.
If you attack near the peak of your jump the momentum swings you up a bit higher. This isnt nearly as important for the Huntress who is already the most capable at jumping but its a neat touch nonetheless.
When paused you can select your items and also hold C (see?) and then use the d-pad to look around. This can help find pitfalls.
Speaking of pitfalls, there are no bottomless pits and perhaps only one drop which will result in an inescapable death in the game. Very odd for a platformer, but very cool from an exploratory standpoint. (Beware of fall damage, however.)
75k points nets you an extra continue. A really bombastic jingle plays once this occurs. I didnt check to see if the continue screen is unique but the Game Over screen is!
I havent mentioned the sparkles yet. There are, uh... sparkles. In the levels. Let me see what the manual calls them... Perhaps, its simply Power Ups. They kinda dance around the exact name of the sparkle itself just saying its a sparkling area.
ANYWAY
Touch the sparkle and you get a Power Up shown as a filled in diamond on top of your character bar. This makes your damage output stronger. You can hold two Power Ups at most (at first) and LOSE one if you lose a life! They are few and far between, so be careful!
If you buy the armor (and you should) in the store after the 3rd (or is it 4th?) area you character basically levels up into an entirely new class! You keep your title but the Huntress becomes a ranged attacker with a crossbow! The Barbarian trades in his axe for a really wonky looking flail. And the Wizard throws his hobo outfit away and steps into something more Sagely (He gets a stronger strong attack).
Oh, Strong Attacks. Hold Up while pressing the attack button and you do a...strong attack! Really useful for the Huntress when she has sword since its a far reaching overhead swing. Less useful when she has the crossbow because you have to hold to charge the attack for a bit and then release it for a spread shot. Its just better to rapid fire your normal shot unless you need a weird angle.
I think thats it. The items are fairly self explanatory - one blows things up, another turns them into money, one heals, one makes you invincible, etc. Again, I picked Huntress because she has the most interesting attack set whereas the Barbarian is just melee and the Wizard only ranged. Also she is center and front on the box art!
I liked my experience with this game and it was fun mapping out how to get all the treasures, its definitely worth a play if you get your hands on it!
Original Overview Description:
Its not too often you find a brainless hack and slash platformer that has some depth!
The level design is strong giving you what feels like plenty of options but still keeping you on track to reach the end. There are many secrets as well, all of which I catalogued here! I had some bullet points on my other screen telling me how to get to the next treasure so that I can complete the whole affair live - I didnt want to keep stopping the video, especially since the music continues even when paused. So if you see me standing still for a moment, thats probably why.
I chose to play as the Huntress because she is the most balanced and has the most drastic style change partway through.
Please read the description in this video for detailed
Technical Notes:
https://www.youtube.com/watch?v=DUbF6VssxOE 05. [FPGA 4K] Blades of Vengeance (Genesis) - All Treasure/Secrets - Southern Watch Tower](https://i.ytimg.com/vi/wR51s7xBPhA/mqdefault.jpg)
![02. [FPGA 4K] Trampoline Terror! (Genesis) - Area 2
No Commentary / Practiced Run) / 4k60 (x9 Integer Upscale) / High Res Audio
Playlist: https://www.youtube.com/playlist?list=PL7IEN-HGlR47IclgImr9bf4a3S2Lk73Q6
This is being played on an Analogue Mega Sg FPGA game console allowing for clear output in sound and audio! The video provided to YouTube is 4:4:4 and lossless! Details below in Technical Notes!
You are the fearless gymnast known as the Trampoline Terror. You are not afraid of heights. You can run, jump and maneuver where ordinary men dare not go. The alien invaders only make you laugh. Ha!
- Manual Excerpt
So, if Im understanding the story, the Balos Empire has put a grid around the planet Ahas and you, the Trampoline Terror, are the only person who can destroy it because of conveniently placed explosive switches throughout it? Cool, cool.
The games a pretty straightforward maze-platform-puzzler of sorts, but if you hit switches in a row:
Yellow 1-4: More points
Blue 3: Invulnerability , 4: Early Level Completion
Red 3: Enemies Freeze, 4: All Enemies Destroyed
Green 3: Trampolines Repaired, 4: 1-Up
Technical Notes:
TL;DR: YouTube was provided a perfect video so pixels are sharp and shapes are correct. Audio is high resolution compared to a Genesis system due to no processing constraints. Watch in 4k or 1440p if your computer can handle it.
This video has suffered no lossy compression before reaching YouTube! Its a lossless video file with no chroma subsampling (4:4:4). Essentially, its a perfect copy until YouTube works its magic which now makes it a 4:2:0 video with lossy compression, yes. However, the better the initial copy... the better!
The video was originally captured in a 320 x 224 resolution, the native square pixel resolution of most NTSC Genesis games, and then integer upscaled x9 times to 2880 x 2016 with black borders added along the outside for a clean 4k display!
This results in a pixel perfect output that is slightly wider than what you might have seen on your old CRT TV set! However, the pixels are sharp this way AND the art was designed in this pixel perfect resolution before being squashed to 4:3 back in the day. In short: Pixels are sharp AND circles are circles and squares are squares.
Some games were a 256 x 224 resolution, originally. These will be uploaded in 1440p to fill the screen as much as possible and maintain a pixel perfect integer upscale. The native resolution is far too thin for what the game looked like on a CRT OR for the art, so the width is integer scaled a step higher to result in a 4:3 aspect ratio (256 x 7 for 1792 and 224 x 6 for 1344 = 1792 x 1344). These will look a little thinner than the 320 x 224 games Im uploading, but the art will be crisp AND be how it looked in the old days!
Some games switch between 320 x 224 resolution and 256 x 224 resolution (Sonic 2 special stage, Lion King Stampede level, etc.). I will generally upload levels containing large sections in 256 x 224 resolution as 1440p to maintain perfect integer upscales and preferred ratios. 320 x 224 does not change ratio between 4k or 1440p. You will know when the genesis is using 256 x 224 cause the screen will shrink a little in these videos!
About the Mega SG... Its a FPGA (Field Programmable Gate Array) based game system which to explain in laymans terms (BY a layman): Its a chip dense with circuits and stuff that can be programmed to use only so many in whatever ways necessary to replicate another chip. Basically, if you can reverse engineer a genesis exactly, you can pretty much program this chip to behave like a genesis exactly. Which is what this is.
Im playing in Zero Delay mode so the game is running marginally faster. 0.15%, to be exact. Thats less than 1/7th of a single percent. Ive also cropped out the colored border Genesis games tend to have.
The sound has been tweaked slightly per FirebrandXs recommendations, Ive enabled YM2612 High Quality Mode for uncompressed audio, and I have not engaged the ladder effect or lowpass filter. This will definitely sound different than a normal genesis because of the latter option. Its essentially listening closer to what the source sound would be like before the Genesis muffles it a bit.
I also want to mention dithering for just a moment here. In Genesis games youll often see lines of color alternating here and there, this is because on an old CRT tv the screen would be a bit blurry resulting in those colors bleeding together and becoming a mix of the two. This can also result in transparencies if used correctly. Unfortunately with a clean digital image this wont happen. The only way to enable these extra colors is to blur the digital image and this certainly would not be pixel perfect as is my goal. I like to think that we are now able to see how the artists tried to achieve their effect! You can always squint your eyes a bit if you want to try to replicate the blurriness! 02. [FPGA 4K] Trampoline Terror! (Genesis) - Area 2](https://i.ytimg.com/vi/x6L6usqf9EA/mqdefault.jpg)
![03a. [QHD] XCOM ABRIDGED! - Enemy Within (PC) - UFO Crash Site: Operation Crimson Crown
No Commentary / Edited Dynamically* / Classic Difficulty / 1440p60
Playlist: https://www.youtube.com/playlist?list=PL7IEN-HGlR44G2wWcVD13Q891zTPTOjOk
I LOADED MY GAME ONCE NEAR THE END OF THIS MISSION. I DO NOT INTEND TO LOAD DURING THIS PLAYTHROUGH EXCEPT FOR GLITCHES AND SIMILAR CIRCUMSTANCES. (Explanation below.)
*Wait times, overplanning, and dead time is edited out to make viewing much more interesting! I do try to include moments of forethought so it makes some sense and isnt just constant shooting.
At the end of this mission around 16:10 youll notice the battle music stop and then I move my sniper. This is because I loaded my game. I am NOT loading my game during this playthrough because I intend it to be an Ironman playthrough which is an option that disables saves. However... this game is full of glitches. Some of which can even brick your save. I had one happen to me before. Never again!
Anyway, I loaded here because the glitch made it appear that the Outsider enemy had loaded in and so I moved my Assault to take an easy close range shotgun blast using her Run & Gun ability that allows her to take a shot after dashing. So I moved in, and the Outsider immediately reacted and moved out of range behind cover with a clean shot that would kill my Assault unit.
I then loaded and instead moved my Sniper which activated the Outsider as you can see in the video and continued play.
Again, I do not make use of cheat-loading this playthrough. This was an unfortunate circumstance that confused me on the status of the enemy unit - it normally only manifests once its already activated.
First Video Description Follows
Quick breakdown for you: XCOM is a long running series that set a definitive style of turn based battles using ranged weapons, various powers, and other equipment to repel the aliens menacing Earth!
Whew.
Anyway, this is the reboot which brought nice graphics and other doodads. The Enemy Within expansion pack is being used on the base game XCOM: Enemy Unknown. It basically tightens up the mechanics and adds a couple new classes and the meld pickup to reward people for quickly moving through maps rather than biding their time.
Hopefully this abridged playthrough will be a refreshing way to view the series! 03a. [QHD] XCOM ABRIDGED! - Enemy Within (PC) - UFO Crash Site: Operation Crimson Crown](https://i.ytimg.com/vi/xdhmXw9ycwk/mqdefault.jpg)
![01. [FPGA 4K] Greendog: The Beached Surfer Dude! (Genesis) - Grenada
No Commentary / 4k60 (x9 Integer9 Upscale) / High Res Audio
Playlist: https://youtube.com/playlist?list=PL7IEN-HGlR46qtK2RTc0uUIjF4NczHxVa
This is being played on an Analogue Mega Sg FPGA game console allowing for clear output in sound and audio! The video provided to YouTube is 4:4:4 and lossless! Details below in Technical Notes!
Surfs up dude! Or not. Greendog has lost his ability to rip waves until he can find all the pieces to some randon aztec treasure because... plot? I dunno! Just listen to his beach babe, Bambi. Shell fill you in!
Greendog is a rather simplistic platformer made by the US branch of Segas game development teams probably trying to create another cool pseudo-mascot. And who wouldnt fall in love with the faceless beach bum? (Many people. Many.)
Games alright and has its place as a part of the odd history of Sega!
Technical Notes:
TL;DR: YouTube was provided a perfect video so pixels are sharp and shapes are correct. Audio is high resolution compared to a Genesis system due to no processing constraints. Watch in 4k or 1440p if your computer can handle it.
This video has suffered no lossy compression before reaching YouTube! Its a lossless video file with no chroma subsampling (4:4:4). Essentially, its a perfect copy until YouTube works its magic which now makes it a 4:2:0 video with lossy compression, yes. However, the better the initial copy... the better!
The video was originally captured in a 320 x 224 resolution, the native square pixel resolution of most NTSC Genesis games, and then integer upscaled x9 times to 2880 x 2016 with black borders added along the outside for a clean 4k display!
This results in a pixel perfect output that is slightly wider than what you might have seen on your old CRT TV set! However, the pixels are sharp this way AND the art was designed in this pixel perfect resolution before being squashed to 4:3 back in the day. In short: Pixels are sharp AND circles are circles and squares are squares.
Some games were a 256 x 224 resolution, originally. These will be uploaded in 1440p to fill the screen as much as possible and maintain a pixel perfect integer upscale. The native resolution is far too thin for what the game looked like on a CRT OR for the art, so the width is integer scaled a step higher to result in a 4:3 aspect ratio (256 x 7 for 1792 and 224 x 6 for 1344 = 1792 x 1344). These will look a little thinner than the 320 x 224 games Im uploading, but the art will be crisp AND be how it looked in the old days!
Some games switch between 320 x 224 resolution and 256 x 224 resolution (Sonic 2 special stage, Lion King Stampede level, etc.). I will generally upload levels containing large sections in 256 x 224 resolution as 1440p to maintain perfect integer upscales and preferred ratios. 320 x 224 does not change ratio between 4k or 1440p. You will know when the genesis is using 256 x 224 cause the screen will shrink a little in these videos!
About the Mega SG... Its a FPGA (Field Programmable Gate Array) based game system which to explain in laymans terms (BY a layman): Its a chip dense with circuits and stuff that can be programmed to use only so many in whatever ways necessary to replicate another chip. Basically, if you can reverse engineer a genesis exactly, you can pretty much program this chip to behave like a genesis exactly. Which is what this is.
Im playing in Zero Delay mode so the game is running marginally faster. 0.15%, to be exact. Thats less than 1/7th of a single percent. Ive also cropped out the colored border Genesis games tend to have.
The sound has been tweaked slightly per FirebrandXs recommendations, Ive enabled YM2612 High Quality Mode for uncompressed audio, and I have not engaged the ladder effect or lowpass filter. This will definitely sound different than a normal genesis because of the latter option. Its essentially listening closer to what the source sound would be like before the Genesis muffles it a bit.
I also want to mention dithering for just a moment here. In Genesis games youll often see lines of color alternating here and there, this is because on an old CRT tv the screen would be a bit blurry resulting in those colors bleeding together and becoming a mix of the two. This can also result in transparencies if used correctly. Unfortunately with a clean digital image this wont happen. The only way to enable these extra colors is to blur the digital image and this certainly would not be pixel perfect as is my goal. I like to think that we are now able to see how the artists tried to achieve their effect! You can always squint your eyes a bit if you want to try to replicate the blurriness! 01. [FPGA 4K] Greendog: The Beached Surfer Dude! (Genesis) - Grenada](https://i.ytimg.com/vi/xirinftXSzQ/mqdefault.jpg)
![04. [4K] WarioWare Gold (3DS Capture) - Story Mode - Round 3 Games
No Commentary / 4k60 (Integer Upscale) / Direct Capture
Playlist: https://www.youtube.com/playlist?list=PL7IEN-HGlR46ijTot9Uw3rHjTj5CfhTMw
This is being captured from an actual 3DS console with a built in capture card.
Its a-me, Wario~! Wahahaa! (I love this game.)
Technical Notes:
Ill keep it short for the time being: My 3DS has been modified to output sound and video to my computer and Im using OBS with various scenes to change the layout of the screens in the video. The screens are ALWAYS upscaled at a whole integer value using point/nearest neighbor so no interpolation/blurring is created there. So far, so good! 04. [4K] WarioWare Gold (3DS Capture) - Story Mode - Round 3 Games](https://i.ytimg.com/vi/yHaWjJ-A5CU/mqdefault.jpg)
![BONUS 01. [FPGA 4K] Ghostbusters (Genesis) - Demos
No Commentary / Practiced Run (Bill Murray) / 4k60 (x9 Integer Upscale) / High Res Audio
Playlist: https://www.youtube.com/playlist?list=PL7IEN-HGlR44zxYe2vrbFXiH2PJL6ssIE
This is being played on an Analogue Mega Sg FPGA game console allowing for clear output in sound and audio! The video provided to YouTube is 4:4:4 and lossless! Details below in Technical Notes!
I aint fraid of no ghosts!
OooOo~! Spooky season may technically be over but its never a bad time to play a horror game! Wait, is this a horror game? Well, its moreso than the movie which was arguably more a comedy... Anyway~!
This is a mild-maze platformer where you gotta find and capture all the middle ghosts haunting a property then beat up the boss ghost! Yay for simplicity! Whats not so simple is the wide array of items and weapons and nonsense you can buy most of which youll get little to any use of because if you change them the music in the level resets! Booo~! Seriously though, there are two winning weapons and the rest have random usages.
Sometimes all you want is a simple game with a rocking tune!
Technical Notes:
TL;DR: YouTube was provided a perfect video so pixels are sharp and shapes are correct. Audio is high resolution compared to a Genesis system due to no processing constraints. Watch in 4k or 1440p if your computer can handle it.
This video has suffered no lossy compression before reaching YouTube! Its a lossless video file with no chroma subsampling (4:4:4). Essentially, its a perfect copy until YouTube works its magic which now makes it a 4:2:0 video with lossy compression, yes. However, the better the initial copy... the better!
The video was originally captured in a 320 x 224 resolution, the native square pixel resolution of most NTSC Genesis games, and then integer upscaled x9 times to 2880 x 2016 with black borders added along the outside for a clean 4k display!
This results in a pixel perfect output that is slightly wider than what you might have seen on your old CRT TV set! However, the pixels are sharp this way AND the art was designed in this pixel perfect resolution before being squashed to 4:3 back in the day. In short: Pixels are sharp AND circles are circles and squares are squares.
Some games were a 256 x 224 resolution, originally. These will be uploaded in 1440p to fill the screen as much as possible and maintain a pixel perfect integer upscale. The native resolution is far too thin for what the game looked like on a CRT OR for the art, so the width is integer scaled a step higher to result in a 4:3 aspect ratio (256 x 7 for 1792 and 224 x 6 for 1344 = 1792 x 1344). These will look a little thinner than the 320 x 224 games Im uploading, but the art will be crisp AND be how it looked in the old days!
Some games switch between 320 x 224 resolution and 256 x 224 resolution (Sonic 2 special stage, Lion King Stampede level, etc.). I will generally upload levels containing large sections in 256 x 224 resolution as 1440p to maintain perfect integer upscales and preferred ratios. 320 x 224 does not change ratio between 4k or 1440p. You will know when the genesis is using 256 x 224 cause the screen will shrink a little in these videos!
About the Mega SG... Its a FPGA (Field Programmable Gate Array) based game system which to explain in laymans terms (BY a layman): Its a chip dense with circuits and stuff that can be programmed to use only so many in whatever ways necessary to replicate another chip. Basically, if you can reverse engineer a genesis exactly, you can pretty much program this chip to behave like a genesis exactly. Which is what this is.
Im playing in Zero Delay mode so the game is running marginally faster. 0.15%, to be exact. Thats less than 1/7th of a single percent. Ive also cropped out the colored border Genesis games tend to have.
The sound has been tweaked slightly per FirebrandXs recommendations, Ive enabled YM2612 High Quality Mode for uncompressed audio, and I have not engaged the ladder effect or lowpass filter. This will definitely sound different than a normal genesis because of the latter option. Its essentially listening closer to what the source sound would be like before the Genesis muffles it a bit.
I also want to mention dithering for just a moment here. In Genesis games youll often see lines of color alternating here and there, this is because on an old CRT tv the screen would be a bit blurry resulting in those colors bleeding together and becoming a mix of the two. This can also result in transparencies if used correctly. Unfortunately with a clean digital image this wont happen. The only way to enable these extra colors is to blur the digital image and this certainly would not be pixel perfect as is my goal. I like to think that we are now able to see how the artists tried to achieve their effect! You can always squint your eyes a bit if you want to try to replicate the blurriness! BONUS 01. [FPGA 4K] Ghostbusters (Genesis) - Demos](https://i.ytimg.com/vi/yScqsWX8qNY/mqdefault.jpg)
![06. [FPGA 4K] Steel Empire (Genesis) - Stage 6 - Germburn Fortress
No Commentary / 4k60 (x9 Integer9 Upscale) / High Res Audio / Good Player
Playlist: https://www.youtube.com/playlist?list=PL7IEN-HGlR46PbQZRbXzsF6W-iBldSbyx
This is being played on an Analogue Mega Sg FPGA game console allowing for clear output in sound and audio! The video provided to YouTube is 4:4:4 and lossless! Details below in Technical Notes!
A steam-punk shooter on the Genesis! This one is neat because its all made in the conceit that its an old-timey war-film, so dont adjust your sets! The cutscenes are meant to flicker.
Besides the aesthetic, the game has a couple uncommon shooter mechanics: The ability to shoot in either direction, and a persistent level-up system. Each time you grab an EX item you fill up one of three slots in your status bar. Once that fills and rolls over you gain a level giving you and your wingmen additional firepower. Even if you lose a life your weapons keep their strength!
Other items include an S for addional speed, an O which grants you wingmen (options), and a B for an additional smart bomb!
Bosses with multiple weapons that van be individually wrecked are featured and are destroyed once you demolish their core!
I choose to pilot the blimp for the first couple levels simply because it has more health. I dont care much for the way it lobs bombs or its mobility. The smaller craft you can pilot zips around and can fit between projectiles more readily. Once youve leveled up a bit the health is more than satisfactory!
Technical Notes:
Check out the demo video for the explanation here:
https://www.youtube.com/watch?v=FPfN6ZHJR84 06. [FPGA 4K] Steel Empire (Genesis) - Stage 6 - Germburn Fortress](https://i.ytimg.com/vi/ydAlzi8Gl00/mqdefault.jpg)