More comparisons.
Global Assumptions:  NTSC 720x480, 640x480 drawing canvas, 4:3 (fullscreen) ratio, No 16:9 (widescreen) mode
===Simulations
RED STEEL:  Most screens released have an unusually large resolution.  Is Ubisoft lying to us like they did last generation? I don't know.  But if there's a chance Red Steel does operate at a higher-than-standard resolution, there's a possibility we can benefit from decent anti-aliasing after downscaling.
480p, As you would see it on TV:
Red Steel 1Red Steel 2Red Steel 3Red Steel 4ZELDA: TWILIGHT PRINCESS GCN:  How I expect the GCN version to look, running at a normal rez with no anti-aliasing like previous 480p games.
480p, As you would see it on TV:
Twilight Princess 1Twilight Princess 2===Direct Screen Captures
Here are legit samples of S-Video VS. RCA(composite) VS. Coaxial(RF) I made.  Here are my connection schemes:
Svid:  GameCube(S-Video) ~To~ Vidcap Hardware
-- The best I can do.  A hint of color bleeding present makes it a couple steps short of 480p quality.
RCA:  GameCube(RCA) ~To~ Vidcap Hardware
-- Loss of saturation.  A shimmering scanline pattern causes the "dot crawl" phenomenon along object edges (noticeable in-person).
Coax:  GameCube(RCA) ~To~ VCR(coaxial) ~To~ Vidcap Hardware
-- Even less saturation.  Substantial noise present in addition to dot crawl.  Rapidly moving noise makes the image blurrier in-person than what is in the screen shot.
I do not have a GameCube RF Adapter.
Zelda: Wind Waker:  Good game to demonstrate even shades of colors, plus show the effects on text.
Wind Waker CoaxWind Waker RCAWind Waker SvidTales of Symphonia:  More text plus cleavage.
Tales CoaxTales RCATales SvidResident Evil 4:  A last-gen game with lots of polygons and carefully drawn textures given its console's limitations.
RE4 Cutscene CoaxRE4 Cutscene RCARE4 Cutscene SvidRE4 Gameplay CoaxRE4 Gameplay RCARE4 Gameplay Svid