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Here I demonstrate what may be the ultimate test for any software emulator or FPGA hardware simulator for the NES, getting Skull & Crossbones from Tengen to display correctly. Skull & Crossbones uses a special mapper chip called the RAMBO-1, which is similar to Nintendo's MMC3 chip but has a scanline and CPU cycle counter which triggers IRQs in ways no one has quite figured out yet. The result is either a garbage line on the main play screen just above the status bar or glitchy lines in the inventory selection subscreen or offset borders on the stage select screen. No other released game for the 72-pin format is quite so difficult to get working correctly without breaking other games that rely on the RAMBO-1 chip. The only emulator which gets everything right is NintendulatorNRS. I am using my front loading NTSC NES, NES-CPU-10. Other systems like the Analogue Nt Mini and RetroUSB AVS will display this game correctly, but only with an original cartridge. One hopes that will eventually change. I start the game in one-player mode, but after the introductory stage, I initiate the two-player mode to show off the impressive split-screen effect. This requires two controllers, but as I am only one person I have to switch off between controlling One Eye and Red Dog. In this mode, the player can only see the boots of the other player on his half of the screen. Unfortunately, keeping track of so much taxes the NES to its limit, leading to lots of slowdown not encountered in the one player game. For upscaling the video to preserve its 60fps, I took a 720x480 raw video and updated it nearest neighbor to 720x1440 and then to 1640x1440 vis precise bicubic A=0.75 in VirtualDub.