Uploaded March 2023 | Updated September 2026, 6 days ago
No Commentary / 4k60 (x9 Integer9 Upscale) / High Res Audio / Capable Player
Playlist: youtube.com/playlist?list=PL7IEN-HGlR47cFeVP5ZPojNHCpuwcSEUX
Full Title: "Tom Mason's Dinosaurs for Hire"
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!
----
Originally a comic book, this game is about 3 wisecracking dinosaurs that are actually aliens who LOOK like small dinosaurs running a mercenary gig while wielding ginormous firearms.
It's better not to worry about it.
This is contra-esque run and gun with some wonky platforming and design choices - but - overall is a fine brainless time once you know what's coming.
----
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-HGlR47cFeVP5ZPojNHCpuwcSEUX
Full Title: "Tom Mason's Dinosaurs for Hire"
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!
----
Originally a comic book, this game is about 3 wisecracking dinosaurs that are actually aliens who LOOK like small dinosaurs running a mercenary gig while wielding ginormous firearms.
It's better not to worry about it.
This is contra-esque run and gun with some wonky platforming and design choices - but - overall is a fine brainless time once you know what's coming.
----
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!
![02. [FPGA 4K] QuackShot (Genesis) - Through Transylvania
No Commentary / 4k60 (x9 Integer9 Upscale) / High Res Audio / Experienced Player
Playlist: https://www.youtube.com/playlist?list=PL7IEN-HGlR45YP4HVy8IN0stGHJCUmwOm
Full Title: QuackShot Starring Donald Duck
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!
Donald finds a hidden treasure map among Uncle Scrooges books and does he share the find? Aw, phooey! That old bags got enough money as is! So Donald charters a plane and gears up for an adventure to claim it himself! With all the money he doesnt have!
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] QuackShot (Genesis) - Through Transylvania](https://i.ytimg.com/vi/Vd47usNinZI/mqdefault.jpg)

![01. [FPGA 4K] Sub-Terrania (Genesis) - HARD Mode - Level One
No Commentary / 4k60 (x9 Integer9 Upscale) / High Res Audio
Playlist: https://www.youtube.com/playlist?list=PL7IEN-HGlR45plDi7TC7PeBUFKsd7fjxv
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!
Touted as one of the hardest games on the Genesis, Sub-Terrania is an exploratory shooter where gravity is constantly pulling on your ship as you contend against various monstrosities and objectives!
Ill be playing the game on Hard difficulty because it turns out that that was the intended experience. It has stronger gravity and inertia which actually affect your motion making it a much more bumpy ride than the other difficulties.
There are a couple other minor changes with the difficulty but the main one I noticed was how when youre dragging things attached to your ship that youll EXPLODE if the attached component knocks into a wall. Also your shields are weaker.
Its one of those learn what to do then do it all together in future runs games. Good, tricky fun!
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] Sub-Terrania (Genesis) - HARD Mode - Level One](https://i.ytimg.com/vi/WjlM-y9iS-k/mqdefault.jpg)
![05. [FPGA 4K] QuackShot (Genesis) - Hideout
No Commentary / 4k60 (x9 Integer9 Upscale) / High Res Audio / Experienced Player
Playlist: https://www.youtube.com/playlist?list=PL7IEN-HGlR45YP4HVy8IN0stGHJCUmwOm
Full Title: QuackShot Starring Donald Duck
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!
Donald finds a hidden treasure map among Uncle Scrooges books and does he share the find? Aw, phooey! That old bags got enough money as is! So Donald charters a plane and gears up for an adventure to claim it himself! With all the money he doesnt have!
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] QuackShot (Genesis) - Hideout](https://i.ytimg.com/vi/X-42r0kZrqY/mqdefault.jpg)
![EXTRA 01. [4K] The Swindle (PC) - Additional Bank & The Swindle Heists
No Commentary / 4k60 / Experienced Player
Playlist: https://youtube.com/playlist?list=PL7IEN-HGlR44DWZlv4i_GGml2iM6kbVty
Some additional gameplay showing you more of these levels!
This was one of the thieves I played with between the loss of my original guy. One of my better goes, too. EXTRA 01. [4K] The Swindle (PC) - Additional Bank & The Swindle Heists](https://i.ytimg.com/vi/XQSlbOZsp4Q/mqdefault.jpg)

![BONUS 01. [FPGA 4K] Rad Racer (NES) - Title & Demo
No Commentary / 4k60 (4:3 Integer Upscale) / Digital Prime (FBX) Color Palette / Decent Player
Playlist: https://www.youtube.com/playlist?list=PL7IEN-HGlR44Lsym0AXzlkcixYzLe0jhU
This is being played on an AnaloguePocket 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!
Not much to this Demo, the guy doesnt even know how to turn!
Technical Notes:
TL;DR: YouTube was provided a perfect video so pixels are sharp and shapes are correct. Watch in 4k 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!
I went for a 4:3 output with pixel perfect sharpness via integer upscales. 4:3 was selected because this was the aspect ratio people played the game in on the original console. The video is compressed losslessly so no definition is lost.
256 x 240 - internal NES resolution
256* 10 = 2560 / 4 = 640
240* 8 = 1920 / 3 = 640
2560 x 1920 = 4:3
So you can fit the nearest neighbor upscales in a 4k frame and suffer no interpolation and have it in 4:3!
Im using the Digital Prime (FBX) Color Palette developed by FirebrandX. The Nintendo Entertainment System does not have any way of letting you know what its colors should be EXACTLY by our current digital standards. It was all analog and cant be translated precisely. This hasnt stopped some people from trying though! The Digital Prime (FBX) Color Palette was developed to look very nice and accurate to how a modern day NES would appear!
About the Analogue Pocket: 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 NES exactly, you can pretty much program this chip to behave like a NES exactly. Which is what this is.
Im playing this using the OpenFPGA feature on the Analogue Pocket which allows developers to import/create cores (systems) to be used by the FPGA chip. The Spiritualized NES core is the one being played on and is widely considered to be a port of the core in Analogues NT Mini/Noir systems and made by the same developer.
Im using the Analogue Dock to play this on my TV and capture the footage. BONUS 01. [FPGA 4K] Rad Racer (NES) - Title & Demo](https://i.ytimg.com/vi/YYglnkcog0U/mqdefault.jpg)
![01. [FPGA 4K] Blades of Vengeance (Genesis) - All Treasure/Secrets - Mountains of Flame
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!
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.
Ill explain mechanics and such 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! 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] Blades of Vengeance (Genesis) - All Treasure/Secrets - Mountains of Flame](https://i.ytimg.com/vi/YyZXfCb-IDY/mqdefault.jpg)
![05. [FPGA 4K] Dinosaurs for Hire (Genesis) - Level Five
No Commentary / 4k60 (x9 Integer9 Upscale) / High Res Audio / Capable Player
Playlist: https://www.youtube.com/playlist?list=PL7IEN-HGlR47cFeVP5ZPojNHCpuwcSEUX
Full Title: Tom Masons Dinosaurs for Hire
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!
Originally a comic book, this game is about 3 wisecracking dinosaurs that are actually aliens who LOOK like small dinosaurs running a mercenary gig while wielding ginormous firearms.
Its better not to worry about it.
This is contra-esque run and gun with some wonky platforming and design choices - but - overall is a fine brainless time once you know whats coming.
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] Dinosaurs for Hire (Genesis) - Level Five](https://i.ytimg.com/vi/Z-9ZBQoCzsE/mqdefault.jpg)
![04. [RGB QHD] Final Fight (SNES) - Bay Area - Cody Run
No Commentary / Practiced Run / 1440p60 (4:3 Integer Upscale) / Hard Mode
Playlist: https://www.youtube.com/playlist?list=PL7IEN-HGlR47Hgk7pIVGILWf8Jaqhhxzt
The video provided to YouTube is 4:4:4 and lossless! Details below in Technical Notes!
Bay area is a long stretch filled with many fights containing the same kind of enemy! This can prove to a pain depending on the matchup! Whats also a pain are barrels. Do not try to dodge them, instead throw out the panic attack if you can! I say that because they bring a LOT of input lag onto the screen and you might be mashing for your life to no avail!
The boss of this round is Abigail, a true monstrosity! This guy out reaches Cody with both his attacks AND grabs - hell nab you from from what looks like miles away! I found the best strategy is to coax him into his angry red charge by trying to create as much distance as you can from him. I then retaliate by throwing out a punch combo, but the timing is pretty tight! If he just loiters around or is looking for a simple grab I use the panic button.
Good luck. This guy can clean out all your lives in a flash! If you happen to have a katana and his friends dont make you lose it, you likely can bait him into running into it like in the double Andore arena!
Oh, and theres a break the glass mini game after this round. I didnt complete it but the idea is to line yourself up with the center of the glass (the shadows help) and then strike them. Otherwise theyll rotate and whop you back!
First videos description follows:
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 thats were the Sega Genesis really shined!
Im 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 dont use the spinkick to break out youll take a ton of damage, and its 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 youll 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 arent the worst thi g in the world. Mess up and youll 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 therell be nothing at all!
Another piece of info that comes to mind is your special panic button attack doesnt 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.
Technical Notes:
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.*** 04. [RGB QHD] Final Fight (SNES) - Bay Area - Cody Run](https://i.ytimg.com/vi/ZcPl7wy2igo/mqdefault.jpg)
![BONUS 01. [FPGA 4K] QuackShot (Genesis) - Title & Demos (Full Loop)
No Commentary / 4k60 (x9 Integer9 Upscale) / High Res Audio
Playlist: https://www.youtube.com/playlist?list=PL7IEN-HGlR45YP4HVy8IN0stGHJCUmwOm
Full Title: QuackShot Starring Donald Duck
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!
Donald finds a hidden treasure map among Uncle Scrooges books and does he share the find? Aw, phooey! That old bags got enough money as is! So Donald charters a plane and gears up for an adventure to claim it himself! With all the money he doesnt have!
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] QuackShot (Genesis) - Title & Demos (Full Loop)](https://i.ytimg.com/vi/ZoQOlk40MYw/mqdefault.jpg)