The Square Peg: An In-Depth Analysis of the ANBERNIC RG Cube's 1:1 Display for Retro Gaming

Update on Oct. 9, 2025, 9:41 a.m.

The color is officially called “Radiant Purple,” but for a certain generation of gamer, it’s simply “Game Boy Advance” purple. It’s a deliberate nod, a chromatic dog-whistle that evokes memories of translucent plastic shells and pixelated adventures under a dim light. This appeal to nostalgia is the lifeblood of the retro handheld market, but the ANBERNIC RG Cube—sometimes sold by resellers like Doriteney—attempts something more profound than just a familiar color palette. It posits a radical argument: that the purest way to re-experience the past is not through brute force performance, but through a perfectly proportioned window. Its soul is not in its powerful Unisoc T820 chip, but in its audacious, uncompromising 3.95-inch, 720x720 square display.

This device is not another jack-of-all-trades handheld. It is a specialized instrument, a love letter written to a specific era of gaming. This analysis will dissect that square screen, exploring why it makes the RG Cube one of the most compelling portable machines for certain consoles, like the Nintendo DS, and a deeply compromised choice for others, like the PSP. We will journey through the mathematics of pixel mapping and the tyranny of aspect ratios to understand if this square peg truly fits into the landscape of retro gaming.
 Doriteney RGCube Handheld Game Console

Chapter 1: The Tyranny of the Rectangle and the Quest for Purity

For years, the retro handheld scene has been dominated by rectangular screens, typically in 4:3 or 16:9 aspect ratios. While versatile, they present a persistent, frustrating problem for purists: the “one-size-fits-none” dilemma. A 16:9 screen is perfect for the widescreen PlayStation Portable (PSP), but forces huge black bars (pillarboxing) on a 4:3 Super Nintendo game. A 4:3 screen is great for a PlayStation 1 title, but awkwardly places a Game Boy Advance game in a letterboxed window. The common “solution” is to stretch the image to fill the screen—a cardinal sin for anyone who respects the original artists’ pixel-perfect intentions.

This leads us to a critical concept for any retro gaming enthusiast: Integer Scaling. Imagine a Game Boy Advance game with its native resolution of 240x160 pixels. To display it on a modern high-resolution screen, you must scale it up. The cleanest, sharpest way to do this is by multiplying each original pixel by a whole number (an integer, like 2x, 3x, or 4x). A 3x integer scale of a GBA game results in a perfectly crisp 720x480 image, where every “pixel” is a perfect 3x3 block. Any non-integer scale (like 3.2x) forces the software to guess what color the newly created pixels should be, resulting in a characteristic softness, shimmer, or unevenness that blurs fine details.

The RG Cube’s 720-pixel vertical resolution is a deliberate and intelligent choice; it is a perfect multiple of many classic consoles’ vertical resolutions (like the SNES’s 240, which allows for a perfect 3x scale), making it a prime candidate for achieving that coveted, razor-sharp pixel-perfect look.

Chapter 2: A Perfect Canvas for Specific Memories

So, if rectangular screens often create a mess, how does the RG Cube’s audacious square display propose a solution? It does so by creating a nearly perfect, uncompromised canvas for a very specific set of gaming memories.

Case Study 1: The Vertical Kingdom - Nintendo DS & 3DS

The Nintendo DS, with its iconic dual screens, has always been awkward to emulate on a single rectangular display. You either get two tiny screens lost in a sea of black, or one screen is prioritized, losing the unique gameplay dynamic. The RG Cube’s 720x720 screen offers one of the most elegant solutions on the market. It can display both NDS screens side-by-side, with each screen integer scaled by 2x to 512x384. This configuration is sharp, clear, and large enough to be genuinely playable, making titles like The World Ends With You or Zelda: Phantom Hourglass feel incredibly natural. It provides an authentic and balanced NDS experience that is difficult to replicate on other single-screen handhelds.

Case Study 2: The Pixel Purist’s Dream - GB/GBA and Pico-8

For systems with smaller resolutions, the RG Cube’s high pixel density shines. A Game Boy game (160x144) can be integer scaled 4x to a sharp 640x576 image, fitting comfortably within the square. The fantasy console Pico-8, with its native 128x128 resolution, is a perfect match, scaling 5x to a beautiful 640x640 image with no compromises. This is where a structured approach to settings becomes invaluable.


Value Asset: The RG Cube Optimal Display Settings Table

Console Platform Native Resolution Recommended RG Cube Setting Scale Factor Visual Quality Notes for Users
Nintendo DS 256x192 (x2) Side-by-Side, 2x Scale 2x Integer Excellent One of the best portable NDS experiences available.
Game Boy Advance 240x160 3x Scale, Centered 3x Integer Excellent Produces a 720x480 image. Razor-sharp with minor black bars.
Game Boy/Color 160x144 4x Scale, Centered 4x Integer Excellent Produces a 640x576 image. Crystal clear with minor black bars.
Pico-8 128x128 5x Scale, Centered 5x Integer Perfect A flawless 1:1 pixel mapping experience. The ideal device.
SNES / Genesis ~256x224 (4:3) 3x Scale, Centered 3x Integer (V) Very Good Sharp image with moderate pillarboxing (side bars).
PlayStation 1 ~320x240 (4:3) 3x Scale (Vertical) 2.25x (H) / 3x (V) Good Sharp vertically. “(H)” means Horizontal scale is non-integer, may cause minor shimmer.
PSP 480x272 (~16:9) Fit to Height Non-Integer Compromised Significant letterboxing (top/bottom bars) is unavoidable.

 Doriteney RGCube Handheld Game Console

Chapter 3: The Unavoidable Compromise - When the Square Doesn’t Fit

We’ve seen how the RG Cube excels in its comfort zone. But what happens when we ask it to play games that were born and bred for the widescreen world? This is where the square peg meets the rectangular hole, and compromises become inevitable.

Case Study 3: The Widescreen Exile - PSP

The PlayStation Portable was defined by its ~16:9 widescreen display. When you attempt to play a PSP game like God of War: Chains of Olympus on the RG Cube’s 1:1 screen, you are faced with a stark choice. Either you stretch the image vertically, distorting it horribly, or you maintain the correct aspect ratio, which results in massive black bars at the top and bottom. The actual game image becomes a small letterboxed rectangle in the middle of the screen. While the game may be playable from a performance standpoint thanks to the T820 chip, the visual experience is severely diminished.

Case Study 4: The Console Conundrum - SNES & PS1

Even standard 4:3 home consoles like the Super Nintendo and PlayStation 1, while fitting better than widescreen systems, still don’t perfectly map to a 1:1 screen. They will always have moderate pillarboxing on the sides. While the image quality remains high thanks to integer scaling on the vertical axis, a dedicated 4:3 handheld (like many other ANBERNIC devices) will offer a slightly larger, more immersive picture for these specific systems.
 Doriteney RGCube Handheld Game Console

Conclusion: Not a Jack of All Trades, But a Master of Some

The ANBERNIC RG Cube is an act of deliberate design specialization. It is not, and was never intended to be, the one handheld to rule them all. To put it simply: if your retro gaming diet consists primarily of widescreen PSP titles or you demand the absolute largest image for your SNES games, there are better-suited, more conventional options available.

However, if your nostalgia is rooted in the unique dual screens of the Nintendo DS, the perfect pixels of the Game Boy family, or the quirky square charm of Pico-8, the RG Cube offers a visual experience that few other handhelds can match. It makes a bold statement: that sometimes, the best way forward is to look back, not just at the games we played, but at the unique shapes of the windows through which we first saw their worlds. The square screen isn’t a gimmick; it’s a philosophy for a specific kind of purist.

(Disclaimer: The emulation of games requires software and game files (ROMs). While emulation software is legal, downloading and playing copyrighted ROMs of games you do not own is illegal in many jurisdictions. Users should only use personal, legally-owned backups of their games.)