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Season 2019
It's all explained right here.
It's all explained right here.
2019x2
Controllers - Super Nintendo Entertainment System Features Pt. 08
Episode overview
How does the Super NES gather input from such a wide variety of controllers? It's all explained right here.
How does the Super NES gather input from such a wide variety of controllers? It's all explained right here.
Ever wondered where RGME got its jingle from? It's all explained right here.
Ever wondered where RGME got its jingle from? It's all explained right here.
2019x4
Color Math - Super Nintendo Entertainment System Features Pt. 03b
Episode overview
How exactly are transparency, shadow, and spotlight effects performed on the Super NES? It's all explained right here.
How exactly are transparency, shadow, and spotlight effects performed on the Super NES? It's all explained right here.
How was the Game Boy able to play Pikachu's voice clips in Pokémon Yellow, and why does it not sound all that great? It's all explained right here.
How was the Game Boy able to play Pikachu's voice clips in Pokémon Yellow, and why does it not sound all that great? It's all explained right here.
Ever wondered how exactly each ghost follows Pac-Man around? It's all explained right here.
Ever wondered how exactly each ghost follows Pac-Man around? It's all explained right here.
2019x7
EarthBound Battle Backgrounds - Audiovisual Effects Pt. 01
Episode overview
EarthBound enemy battles are styled like classic RPGs where you just see a static picture of the foe at hand. To spice it up, the backgrounds were made extra colorful and animated. How
.. show full overview
EarthBound enemy battles are styled like classic RPGs where you just see a static picture of the foe at hand. To spice it up, the backgrounds were made extra colorful and animated. How does the SNES display these wavy and wobbly effects? It's all explained right here.
2019x8
Memory Mapping - Super Nintendo Entertainment System Features Pt. 09
Episode overview
How does the SNES's CPU know how to interact with all the different types of memory available? It's all explained right here.
How does the SNES's CPU know how to interact with all the different types of memory available? It's all explained right here.
2019x9
Mirroring & Open Bus - Super Nintendo Entertainment System Features Pt. 09b
Episode overview
If the SNES has 16 megabytes of addressable memory, why can a 1 megabyte ROM chip take up over half of the space? Why can the ROM image be accessed from more than one location? It's all explained right here.
If the SNES has 16 megabytes of addressable memory, why can a 1 megabyte ROM chip take up over half of the space? Why can the ROM image be accessed from more than one location? It's all explained right here.
2019x10
Castlevania IV 4-3 Tunnel Background - Audiovisual Effects Pt. 02
Episode overview
After flipping the level upside-down in 4-2, Castlevania IV uses more mode 7 capabilities to create a spinning tunnel to traverse through. But how was this effect pulled off? It's all explained right here.
After flipping the level upside-down in 4-2, Castlevania IV uses more mode 7 capabilities to create a spinning tunnel to traverse through. But how was this effect pulled off? It's all explained right here.
Thank you for 100 thousand subscribers! As a thank you, here are the answers to a bunch of questions everyone asked me a while back!
Thank you for 100 thousand subscribers! As a thank you, here are the answers to a bunch of questions everyone asked me a while back!
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