Retro Game Mechanics Explained

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2020
2020x1
Q&A Session #2
Episode overview
This is part 2 of the first Q&A session! This half contains questions more about games and mechanics.
2020x2
SPC700 & ARAM - Super Nintendo Entertainment System Features Pt. 10
Episode overview
The SNES has a processor that is dedicated to producing audio. How does it interface with the main CPU? It's all explained right here.
2020x3
Internal ROM Header - Super Nintendo Entertainment System Features Pt. 09c
Episode overview
Did you know most published SNES games have ROM metadata stored inside them? It's all explained right here.
2020x4
MissingNo.'s Glitchy Appearance Explained
Episode overview
How does MissingNo. end up looking like the way it does? And how exactly are Pokémon sprites displayed on the screen? It's all explained right here.
2020x5
Fixing Glitch Pokémon Sprites
Episode overview
Last time I said I wanted to fix all the glitch Pokémon sprites. How exactly, and how did I do it? It's all explained right here.
2020x6
Pokémon Sprite Decompression Explained
Episode overview
How can so many Pokémon sprites fit in such a small game, and how exactly is all that data compressed? It's all explained right here.
2020x7
NES Background Parallax Explained - Audiovisual Effects Pt. 03
Episode overview
How can NES games create parallax background effects if the console only supports one background layer? It's all explained right here.
2020x8
Data Redundancy Errors Explained
Episode overview
What can happen when a game's variables get out of control and the system is put into an inconsistent state? It's all explained right here.
2020x9
5 Colors in One Sprite Explained - Audiovisual Effects Pt. 04
Episode overview
How do the character sprites in Super Mario Bros. 2 have 5 colors? It's all explained right here.