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Retro Game Mechanics Explained @UCwRqWnW5ZkVaP_lZF7caZ-g@youtube.com

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A YouTube channel about video games & programming. For inqui


20:48
Why Stomping Wigglers Glitches Super Mario World
53:21
Bugs & Glitches of High-Level NES Tetris
40:59
Reverse Engineering Game Code from the Neutral Zone
20:02
SMB3 Roulette & Card Matching Games Explained
14:15
Launching Memberships
29:57
The Arcade Game that Crashes Itself for Anti-Piracy Reasons
29:47
How Frightened Ghosts Decide Where to Go
01:12:55
Using Lakitu's Cloud to Defeat Bowser Quickly
17:05
The SPC700 DSP Pipeline Explained - SPC700 Series pt. 4
25:26
More Super Mario Bros. Mechanics Explained
29:52
Super Mario Bros. Glitch Levels Explained
15:19
Exploring Glitch Level Pointers In Super Mario Bros.
13:06
Access Glitch Worlds in Super Mario Bros. via NES Tennis
28:54
BRR Samples Explained - SPC700 Series pt. 3
34:25
Finally Obtaining the Triforce in Ocarina of Time: Triforce Percent Explained
28:15
More Level End Glitches in Super Mario World
23:17
SPC700 Instruction Set - SPC700 Series pt. 2
14:28
Sega Genesis Raster Effects Explained - Audiovisual Effects Pt. 05
13:13
SNES Audio System Overview - SPC700 Series pt. 1
38:26
Racing the Beam Explained - Atari 2600 CPU vs. CRT Television
24:09
Hardware Registers - Super Nintendo Entertainment System Features Pt. 11
20:57
Atari's Quadrascan Explained
08:48
5 Colors in One Sprite Explained - Audiovisual Effects Pt. 04
22:42
Data Redundancy Errors Explained
08:45
NES Background Parallax Explained - Audiovisual Effects Pt. 03
01:43
Channel Trailer
34:04
Pokémon Sprite Decompression Explained
14:17
Fixing Glitch Pokémon Sprites
21:20
MissingNo.'s Glitchy Appearance Explained
06:55
Internal ROM Header - Super Nintendo Entertainment System Features Pt. 09c
15:06
SPC700 & ARAM - Super Nintendo Entertainment System Features Pt. 10
25:21
Q&A Session #2
22:43
Q&A Session #1
07:22
Castlevania IV 4-3 Tunnel Background - Audiovisual Effects Pt. 02
10:17
Mirroring & Open Bus - Super Nintendo Entertainment System Features Pt. 09b
02:35
100,000 Subscriber Milestone
21:57
Memory Mapping - Super Nintendo Entertainment System Features Pt. 09
08:54
EarthBound Battle Backgrounds - Audiovisual Effects Pt. 01
19:34
Pac-Man Ghost AI Explained
21:14
Pikachu's Cry in Pokémon Yellow Explained
12:57
Color Math - Super Nintendo Entertainment System Features Pt. 03b
15:13
Super Mario Bros. 3 - Extended 1up Sound
23:58
Controllers - Super Nintendo Entertainment System Features Pt. 08
17:23
All 151 Generation I Pokémon Cries Visualized
19:15
Generation I Pokémon Cries Explained
09:22
Importing Game Data into After Effects - How It's Done Pt. 01
15:53
DMA & HDMA - Super Nintendo Entertainment System Features Pt. 07
12:02
Super Mario Land 2 - Memory Exploration
16:16
Lag & Blanking - Super Nintendo Entertainment System Features Pt. 06
24:06
Level End Glitches in Super Mario World
18:08
SNES Background Mode 7 - Super Nintendo Entertainment System Features Pt. 05
11:32
Pac-Man Kill Screen Explained
03:32
Background Modes - Higher Resolutions - Super Nintendo Entertainment System Features Pt. 04b
08:35
SNES Background Modes 0-6 - Super Nintendo Entertainment System Features Pt. 04
08:46
The Game Genie Explained
06:56
Backgrounds & Rendering - Super Nintendo Entertainment System Features Pt. 03
10:58
The Stack: Last in, First out
02:01
Graphics & Palettes 3D Representation - Super Nintendo Entertainment System Features Pt. 01b
05:31
The Nintendo Entertainment System's Loading Seam
05:56
Objects - Super Nintendo Entertainment System Features Pt. 02