Just wondering, because the samples in the paper are all lone objects against a clear background. If the same object is drawn in front of a detailed background and then the upscaling is applied, this would affect the patterning. It's a little tricky to tell from the video, since the graphics (especially the backgrounds) use large blocks of plain colours.
Worst case, you could imagine Mario walking in front of the background and his shape shifting madly with every step he took?
(Edit: From freeze-framing the video, I'm guessing that the algorithm is being applied to the whole screen. The scaling works great when Mario is in front of the pale background. There are small artifacts when he crosses the black outline of the green bushes. Very minor in this video, I wonder how it would affect more intricate backgrounds or those that aren't such contrasting colours to the foreground?)
This brings up something interesting: In terms of media containing sprites and minimal layering (e.g. NES-like games), wouldn't it be computationally cheaper to perform the scaling on the sprites and textures independently of one another, instead of post-processing? I wonder if there is any emulator that does this. I'm thinking not, as the NES wouldn't be capable of layering such detail (large sprites + textures). Upsampling emulators.. Hmm...
the computational price will be much much cheaper tho. swap in upsampled sprite (36 tiles to every 1 in old format, let's say) rather than post-processing every single frame in real-time with a smoothing/upsampling algorithm.
it would also keep the pieces distinct from each other rather than having objects/characters/backgrounds morph in & out of one another
They also tend to cause a very subtle distortion of the outlines of foreground sprites as they move over the background.
That said, those algorithms are impressive, and I can see why someone could prefer them over a simple nn.
The art-direction of games from this era wasn't done with the intention that these games would be played on pixel-perfect computer monitors, though. The art was designed and tested for CRT TVs, which would generally give you something like http://i385.photobucket.com/albums/oo299/muddi900/LTTP3xNTSC..., or even http://4.bp.blogspot.com/_Kzdww8T9fUA/TRplyGIj6PI/AAAAAAAAAt...
edit: proof: https://www.google.com/search?q=nes+box+back&tbm=isch
Interesting though...
I'm surprised none of these algorithms are made to keep state between frames, so they can keep things like this consistent.