Uploaded September 2022 | Updated September 2026, 6 days 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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Westside reminds me a lot of the area of Streets of Rage 2, so I'm right at home bringing the hurt to these street thugs!
Watch out for the two Andore's in that arena because they will utterly wreck you if given the chance! They are hyper aggressive and get momentary boss-like invulnerability after a knock down. Sending them both to the same side and then keeping them at sword's length is the best policy.
The boss here isn't so bad if you don't let him get a bead on you. Edi.e(?) slowly moves around so gives you plenty of time to jump kick him away or toss a frenemy into him. Unfortunately I decided to approach him a few times from the front instead of above or below and got whupped for it. At the end when you see him moving reaaalllyyy fast from side to side is him trying to get a clean shot at you with his pistol. Don't let him! Keep chasing him down and he'll just rush around without throwing out a single attack!
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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:
------
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.***
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!
----
Westside reminds me a lot of the area of Streets of Rage 2, so I'm right at home bringing the hurt to these street thugs!
Watch out for the two Andore's in that arena because they will utterly wreck you if given the chance! They are hyper aggressive and get momentary boss-like invulnerability after a knock down. Sending them both to the same side and then keeping them at sword's length is the best policy.
The boss here isn't so bad if you don't let him get a bead on you. Edi.e(?) slowly moves around so gives you plenty of time to jump kick him away or toss a frenemy into him. Unfortunately I decided to approach him a few times from the front instead of above or below and got whupped for it. At the end when you see him moving reaaalllyyy fast from side to side is him trying to get a clean shot at you with his pistol. Don't let him! Keep chasing him down and he'll just rush around without throwing out a single attack!
----
First video's 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 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.
----
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.***
![02. [4K] The Swindle (PC) - One Thief Attempt - Warehouse District
No Commentary / 4k60 / Experienced Player
Playlist: https://youtube.com/playlist?list=PL7IEN-HGlR44DWZlv4i_GGml2iM6kbVty
Steampunk Thievery at its finest! Procedurally generated so its always a surprise!
Starting with the Warehouse District youll begin seeing more elements to burglary defenses such as the floating drones. These guys will be the number one wildcard when it comes to the success of your heist! Their sight beams can point in ANY direction and have very little rhyme or reason to them. In general theyll stay pointing in one direction for an extended amount of time, but this cannot be relied on! What makes them worse is they take two hits to dispatch before you upgrade your baton and they have an invulnerability period following the first strike. Fortunately their light takes a moment to come back on and with good timing you can get the second hit in before much risk is involved.
Thats a lot said about the lowly drone, but unpredictability is the main foe in your crooked endeavors! Your first task in any heist (once you have the upgrade) is to deactivate the security station(s) which will shut off all cameras and drones.
Anyway, at this point in the game youll want to be able to plant some bombs and be able to hack through locked doors. This will allow you the run of most buildings! One Steam Jump will help with your travels also negating long falls and being able to stick to walls will give you ample opportunities for hiding and timing your attacks!
Its still early on so youll want to be careful with how you approach your targets! 02. [4K] The Swindle (PC) - One Thief Attempt - Warehouse District](https://i.ytimg.com/vi/r6YedWVY8KI/mqdefault.jpg)

![02a. [QHD] XCOM: EW (PC) Abridged - Alien Abductions: Operation Patient Sword
No Commentary / Edited Dynamically* / Classic Difficulty / 1440p60
Playlist: https://www.youtube.com/playlist?list=PL7IEN-HGlR44G2wWcVD13Q891zTPTOjOk
*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.
I remember being very fast and loose on this mission. Did I mention yet that death is permanent in this game? Losing a person youve leveled up is very VERY bad. Thats why you send the rookie out as bait, er, to scout!
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! 02a. [QHD] XCOM: EW (PC) Abridged - Alien Abductions: Operation Patient Sword](https://i.ytimg.com/vi/rDqVX3nYjdY/mqdefault.jpg)
![02. [4k60] Darq (PC) - Chapter 2
No Commentary / Blind Run / 4k60
Playlist: https://www.youtube.com/playlist?list=PL7IEN-HGlR47Npz28houZEJDK9w9U6kv7
Looks like an monochromatically spooky time! The puzzles are fairly standard but get a twist due to the rotating nature of the game (which surprisingly isnt too overplayed). Its overall a short length and does not overstay its welcome. Definitely the kind of quick entertainment I was looking for!
Technical Notes
This game has fairly simple puzzles so everything is pretty much captured as played. I do make a couple cuts in later levels if its me just doubling back and fumbling around. And I THINK on the level with the horn-guy I spliced in my first encounter with him which is why you may see an item I used still in my inventory. Uh... also sped up a puzzle in the DLC. 02. [4k60] Darq (PC) - Chapter 2](https://i.ytimg.com/vi/rFZ3yM4rXTc/mqdefault.jpg)

![02. [4K] WarioWare Gold (3DS Capture) - Story Mode - Round 1 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! 02. [4K] WarioWare Gold (3DS Capture) - Story Mode - Round 1 Games](https://i.ytimg.com/vi/s22vjMwpcTs/mqdefault.jpg)

![03. [4K] The Swindle (PC) - One Thief Attempt - New Belgravia
No Commentary / 4k60 / Experienced Player
Playlist: https://youtube.com/playlist?list=PL7IEN-HGlR44DWZlv4i_GGml2iM6kbVty
Steampunk Thievery at its finest! Procedurally generated so its always a surprise!
Im going to use this video to briefly go over the bad physics of this game. Many people in this game complain that things dont always work as expected... and this is fair. They dont. Personally I think that is part of the charm and challenge, but sometimes it can be a bit of bother to me as well.
For example, sneaking off a ledge should always have you automatically cling to it yet sometimes this doesnt hold true! This can lead to you falling straight into the sights of a robot down below. A similar issue is wall jumping: Sometimes when you leap you can NOT reach the opposite side of even the narrowest of vertical chimneys plummeting all the way down to the bottom of the shaft. This seems to happen if you hit your head on the ceiling or if you start your jump by pressing a certain direction. Its fairly unintuitive but Ive gotten into the habit of using the up button to stick to walls because if you press jump in this scenario youll generally take the largest of leaps. Speaking of which... the trajectory of your wall jumps seem to either be too large or too narrow, its pretty hard to gauge a safe wall jump into an open room below. Better to not at all.
Also jumping is unfortunately not sensitive to length of button press meaning that every jump is the same height. Having a bit more control here would have been nice.
Uh... let me pull out some notes to see if I have anything else.
Oh, heres one easy to mistake. The game is secretly grid-based in some respects, a large one being for line of sight and hit boxes. Even if you see the white of your melee weapon pass over a robot, if theres a certain wall/ceiling/floor configuration you will NOT hit them. Youll get a feeling for this over time but it isnt any kind of glitch.
Ill just leave it there for now! See you next video. 03. [4K] The Swindle (PC) - One Thief Attempt - New Belgravia](https://i.ytimg.com/vi/sOYkmJb6fys/mqdefault.jpg)

![02. [FPGA 4K] Sub-Terrania (Genesis) - HARD Mode - Level Two
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! 02. [FPGA 4K] Sub-Terrania (Genesis) - HARD Mode - Level Two](https://i.ytimg.com/vi/sRx0_lTmGKo/mqdefault.jpg)
![BONUS 06. [FPGA 4K] Wario Land: Super Mario Land 3 - World Tour (Area and Music Overview)
No Commentary / 4k60 (x15 Integer Upscale) / Experienced Player
Playlist: https://www.youtube.com/playlist?list=PL7IEN-HGlR45ZPut_wX53gpziSb7z1vEe
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!
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!
The video was originally captured in a 160 x 144 resolution, the native resolution of Game Boy, and then integer upscaled x15 times to 2400 x 2160 for a clean 4k display!
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 Game Boy exactly, you can pretty much program this chip to behave like a Game Boy exactly. Which is what this is.
Ive turned off Frame Blending in the options because it overall softens the picture with the minimal benefit of making transparencies not flicker. Ive also chosen not to use the really cool video mode which makes it look like a Game Boy Screen because that would mess up the lossless video Im capturing. I can always add a filter later if I want to! BONUS 06. [FPGA 4K] Wario Land: Super Mario Land 3 - World Tour (Area and Music Overview)](https://i.ytimg.com/vi/saZ6kMxMfR0/mqdefault.jpg)