1. (Native 60 FPS GBA) Mario Pinball Land - Grassy Greens Stage

1. (Native 60 FPS GBA) Mario Pinball Land - Grassy Greens Stage

Whee-hee~! Let's-a-GOo-HURGH~! Playlist:    • (Native 60 FPS GBA) Mario Pinball Land   More 60 FPS GBA Videos: https://www.youtube.com/user/WhiteKha... Being smashed into a ball shape does not look... comfortable. **SEEING STARS AND COIN COUNTS HOPPING AROUND?** Here's why: Since we are dealing with multiple pinball tables that RESET every time you drain or accidentally shoot onto another board, the game can get very frustrating to watch very fast. I've edited out all the multiple drains and table resets past the first attempt. The game also allows very free movement from stage to stage via the cannon so you can hop around whenever you want a different challenge. I figure it makes a more coherent viewing experience to just have all the tables in any given stage done in sequence. Just ignore the star counts hopping around~ - - - This game's a bit of an oddity in the Mario series... It's not made by Nintendo but rather an upstart company, Fuse Games. Story is they made a quick two tables (One featuring the final boss) to show Nintendo in what essentially was a cold pitch. Apparently they liked what they saw and greenlit the project. Yay~ Mario Pinball Land! Well, not so yay for a fair amount of folks. Apparently the difficulty and "bare-bones" of the game did not result in fond feelings when remembered. Most pinball games ARE indeed fairly hard, and you are expected to lose your balls so that the next person can have a go. They're arcade games, y'know? Gonna eat your quarters! That said... this game doesn't really feature too many pinball motifs besides the flippers at the bottom. It mostly consists of bashing every baddie until a star is coughed up. Move to the next board and repeat! BUT if you drain to an earlier section while working on a star? EVERY ENEMY REAPPEARS ON YOUR RETURN. Even if you made a star appear and then drained. Gaaah. Speaking of draining, you only lose a life if you fall through the bottom of the starting table in any given stage, so that's nice. What's also nice is a blue pipe blocks the drain when you start an area, for quite a long time, too! Half the fight is trying to learn the ball physics and NOT leaving a board until you are done. Mario cannot take damage or lose a life while in play so just gotta flip like a maniac until its done! Or aim. Aiming is good. OK, the good stuff: The game's graphics are NICE. This is a GBA game but manages to appear 3D! Mario rolls around convincingly. The music is nice, though not Mario-esque. And the challenge... can be nice in a terrible way! (Whee-hee~!) - - - The videos in this GBA series are captured from an actual Nintendo DS system in a Pixel-Perfect resolution and at 60 frames per second for superior quality and motion! The DS essentially has a GBA built-in and plays GBA games exactly the same as a GBA system would. I'm using a video capture device that has been installed on my DS system to output the video to my computer to capture in a lossless video format for high quality! Some additional notes for those technically inclined: The original resolution of a GBA game is 240 x 160, so one problem to overcome was how to "blow up" the image without hurting it... because Youtube requires videos to be in 1080p or 720p to played back at 60fps and the GBA IS 60fps capable! Well, to maintain the pixel art that most GBA games use, we can use a very simple resizing algorithm, "nearest neighbor", that essentially multiplies the "pixels" in a proper ratio to keep everything looking the same... but bigger! This can only be done by integer values, whole numbers, not fractions. So, the video can be blown up EXACTLY 2 times, or 3 times, or 4 times, and so on! The GBA does not fit exactly into a 1080p (or 720p) space which is why you will see some black area, but this ensures the proper size is maintained and that Youtube will accept it. If you use a fractional resize value to make it exactly 1080 pixels tall, you will get some graphical anomalies like, an eye being larger than the other, or a line being longer than it was originally, text being misshapen, and so on. So no cheating! If you use a resize filter that softens the image a bit, you can resize to pretty much any size you want, but this hurts old-school pixel art! (It looks blurry!) Conversely, using the "Nearest Neigbor" algorithm on NON-Pixelated material will make that look worse, too! There's no one-size fits all! The GBA is natively progressive so there's no need to deinterlace, kinda like modern HD consoles! Neat! Enjoy the crystal-clarity!