@WhiteKhakis
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WhiteKhakis | 02. [RGB QHD] Final Fight (SNES) - Subway Park - Cody Run @WhiteKhakis | Uploaded 2 years ago | Updated 1 hour ago
No Commentary / Practiced Run / 1440p60 (4:3 Integer Upscale) / Hard Mode
Playlist: youtube.com/playlist?list=PL7IEN-HGlR47Hgk7pIVGILWf8Jaqhhxzt

The video provided to YouTube is 4:4:4 and lossless! Details below in Technical Notes!
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Ah, a nice stroll through the Subway Park! I figured it'd be a subway THEN a park, but no. Just subway. No complaints, that's as cool a place as any to thrash some goons!

So, let's talk about Katana. The boss. He's a major butt. At any given moment he might bum-rush you and do a ton of damage and if you approach him from the front he'll slice you and dice you! The problem with this set up is that unless he's at the VERY top and you're at the VERY bottom his rush can easily reach you. And then it just becomes a game of chicken!

He's also odd in that regular attacks DO NOT HURT HIM. Much. What I mean is your punch combo and jump kicks and the like. He needs to be grapple-attacked or thrown to deal any kind of hurt to him. I'll have an "EXTRA" video available here to demonstrate:
youtube.com/watch?v=IypcWehwVqw

Oh, and don't forget the moments of invulnerability after getting up from being hit! This boss is a major pain!

Almost forgot! The "DESTROY THE CAR" bonus stage is after this level! A Capcom classic.
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First video's description follows:
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Originally an arcade game, Final Fight got a port to the SNES and was pretty decently done all considered! A whole level is missing and you can only play it in 1 player mode but you still get to throw your fists and squeeze the life outta some street punks all the same! I can only figure that Nintendo wanted to show they can have cool arcade games on their console as well because that's were the Sega Genesis really shined!

I'm gonna play as Cody because he reminds me a lot of my go-to-character in Streets of Rage, Axel, apparently not just in looks but moves as well! No flaming uppercut though. Just some weird spinning kick you can throw out if in trouble for a tiny sliver of life.

Speaking of life, the enemies on this game can hit HARD. The weaker ones will stunlock you so if you don't use the spinkick to break out you'll take a ton of damage, and it's not uncommon for some enemies to regularly take a 4th to HALF your life in a single strike. Some bosses will do even more than that.

Since getting hit hurts in such a big way, the name of the game this time around is crowd control. Learning your attacks' reach and how to keep everyone on one side is what will win this. One move you'll overuse and abuse is your basic attack combo. It outreaches most enemies and does a good amount of damage. You can also interrupt it after the second strike by holding a direction on the d-pad to toss the punk over your shoulder knocking down everyone in your way and granting momentary invulnerability.

Crowd control!

Once you get the rhythm down the game can be rather simplistic but any slip up can punish you very badly so your attention is maintained. Bosses can be super cheap and evil hitting stupid-hard, overriding your attacks, and having invulnerability after being hit but once learned aren't the worst thi g in the world. Mess up and you'll easily eat through a whole continue though! And these continues send you back to the start of a round, yaaay. (If you start in area with less than 5 lives it may be better sacrificing them to start over.)

Gonna also quickly mention the horrible slowdown this game can have. If there are too many enemies and items/containers on screen the game can struggle to keep pace AND eat your button inputs in the process. This is the worst thing ever. They try to mitigate this problem by limiting to 3 enemies on screen but even this isnt always enough.

Also many item containers have randomized contents meaning you might only heal 1/10 your hp instead of 3/4. Or maybe there'll be nothing at all!

Another piece of info that comes to mind is your special panic button attack doesn't come out if you attempt it after another attack. It treats it as another attack. Indefinitely. You either need to wait a moment beforehand or get hit before the special will be a special and not an attack.
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Technical Notes:
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TL;DR: YouTube was provided a perfect video so pixels are sharp and shapes are correct.

I went for a 4:3 output with pixel perfect sharpness via integer upscales. The video is compressed losslessly so no definition is lost.

256 x 224 - internal SNES resolution (8:7)
256* 7 = 1792 / 4 = 448
224* 6 = 1344 / 3 = 448

1792 x 1334 = 4:3

So you can fit the nearest neigbor upscales in a 1440p frame and suffer no interpolation and have it in 4:3!

***More details potentially pending.***
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02. [RGB QHD] Final Fight (SNES) - Subway Park - Cody Run @WhiteKhakis

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