Retro Game Mechanics Explained

All Episodes 2016 - 2024

  • Returning Series
  • #<Network:0x00007fa95a1d7800>
  • 2016-10-05T04:00:00Z
  • 9m
  • 9h 9m (61 episodes)
  • United States
  • Special Interest

61 episodes

Season Premiere

2016-10-05T04:00:00Z

2016x01 Super Mario World - Random Number Generation

Season Premiere

2016x01 Super Mario World - Random Number Generation

  • 2016-10-05T04:00:00Z9m

How does random number generation work in Super Mario World? It's all explained right here.

How does the wrong warp actually work in Super Mario Bros. 3? It's all explained right here.

Curious how graphics are handled in SNES games? It's all explained right here.

What are sprites and objects, and how are they stored in the SNES? It's all explained right here.

Why is the right edge of the screen always so glitchy in some NES games? It's all explained right here.

2017x04 The Stack: Last in, First out

  • 2017-05-01T04:00:00Z9m

The "stack" is referenced a lot when dealing with memory and control flow, but what does it actually do? It's all explained right here.

How are the graphics assembled into backgrounds, and how is it all drawn to the screen? It's all explained right here.

2017x06 The Game Genie Explained

  • 2017-08-29T04:00:00Z9m

Ever wonder how the Game Genie was able to perform its magic? It's all explained right here.

What are background modes and why do they exist? It's all explained right here.

What resolutions can the SNES output, and how is it drawn on the screen? It's all explained right here.

2017x09 Pac-Man Kill Screen Explained

  • 2017-11-03T04:00:00Z9m

You may have heard about Pac-Man's game-ending kill screen, but have you ever wondered what actually causes it? It's all explained right here.

Ever wonder how the SNES could stretch and rotate things by using mode 7? It's all explained right here.

Ever wondered how those tricks speedrunners pull off work? It's all explained right here.

Ever wondered why exactly older games tended to lag a lot? It's all explained right here.

Ever wondered what is just off-screen, hidden by the game camera? It's all explained right here.

The term HDMA is tossed around a lot when talking about SNES video effects, but what exactly is it? It's all explained right here.

Ever wondered how I link game elements to the videos I made? It's all explained right here.

Why do some Pokémon sound like they have the same cry? It's all explained right here.

Season Premiere

2019x01 All 151 Generation I Pokémon Cries Visualized

  • 2019-02-11T05:00:00Z9m

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.

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.

2019x06 Pac-Man Ghost AI Explained

  • 2019-07-13T04:00:00Z9m

Ever wondered how exactly each ghost follows Pac-Man around? It's all explained right here.

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.

How does the SNES's CPU know how to interact with all the different types of memory available? 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.

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.

2019-11-19T05:00:00Z

2019x11 Q&A Session #1

2019x11 Q&A Session #1

  • 2019-11-19T05:00:00Z9m

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!

Season Premiere

2020-02-03T05:00:00Z

2020x01 Q&A Session #2

Season Premiere

2020x01 Q&A Session #2

  • 2020-02-03T05:00:00Z9m

This is part 2 of the first Q&A session! This half contains questions more about games and mechanics.

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.

Did you know most published SNES games have ROM metadata stored inside them? It's all explained right here.

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.

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.

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.

How can NES games create parallax background effects if the console only supports one background layer? It's all explained right here.

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.

How do the character sprites in Super Mario Bros. 2 have 5 colors? It's all explained right here.

Season Premiere

2021-01-27T05:00:00Z

2021x01 Atari's Quadrascan Explained

Season Premiere

2021x01 Atari's Quadrascan Explained

  • 2021-01-27T05:00:00Z9m

How did Atari utilize vector monitors in their vector-drawn arcade games? It's all explained right here.

Need a quick rundown of all of the SNES's PPU and CPU registers? It's all explained right here.

How does the Atari 2600 display images to the screen with so little memory dedicated to video graphics? It's all explained right here.

Season Premiere

2022x01 SNES Audio System Overview - SPC700 Series pt. 1

  • 2022-01-30T05:00:00Z9m

Ever wondered how the SNES's audio subsystem, the SPC700, produced all the beautiful music and sounds in all of those SNES classics? It's all explained right here.

Castlevania Bloodlines for the Sega Genesis has a few fancy graphical effects that may have caught your eye. How do they work and how are they programmed? It's all explained right here.

How many kinds of instructions could a SPC700 series processor execute? It's all explained right here. There were actually several revisions of the 65C02, some had more instructions implemented than others. The Atari Lynx actually had a 65SC02, which didn't include the RMB, SMB, BBS, BBC, WAI, or STP instructions (SET1, CLR1, BBS, BBC, SLEEP, and STOP in SPC700 syntax). So it had even less in comparison to the SPC700 and was more similar to the 6502 in this regard.

Did you know there could be 4 different exits in each level in Super Mario World? How about that you can spawn a Reznor or message block to beat the level? It's all explained right here.

Is the Triforce truly obtainable in The Legend of Zelda: Ocarina of Time? I suppose so! How was it done though? It's all explained right here.

What is a BRR sample, and how does the SPC700 utilize them to play music? It's all explained right here.

How can you get to glitch worlds in Super Mario Bros. by using the game Tennis? It's all explained right here.

Why is level 9-1 an underwater version of 6-2? Why can you load a version of 1-4 that is underground and full of Bloopers? It's all explained right here.

Why do glitch levels in Super Mario Bros. look the way they do? And how are levels stored in the game's ROM anyway? It's all explained right here. Maps of all Levels: https://rgmechex.com/tech/smb1levels/

Season Premiere

2023-01-02T05:00:00Z

2023x01 More Super Mario Bros. Mechanics Explained

Season Premiere

2023x01 More Super Mario Bros. Mechanics Explained

  • 2023-01-02T05:00:00Z9m

If the game is limited to 3 objects per column, how can you get 5 sometimes? How does the 4-2 wrong warp work, and how do looping levels work? Is there anything different in the FDS release of SMB1? What about Super Mario All-Stars, and The Lost Levels? It's all explained right here.

What exactly does the SPC700's digital signal processor have to do to produce sounds and music? It's all explained right here.

Why does Lakitu's cloud manipulate Bowser? And how do you get one in the first place? It's all explained right here.

How do the frightened ghosts in Pac-Man decide where to move? It's all explained right here.

Did you know that Atari put cruel anti-piracy checks into its arcade games that would cause them to purposefully crash and reset? It's all explained right here.

2023-09-01T04:00:00Z

2023x06 Launching Memberships

2023x06 Launching Memberships

  • 2023-09-01T04:00:00Z9m

Channel update!

Ever wonder why the roulette game in Super Mario Bros. 3 seems so difficult? It's all explained right here.

Ever hear that the neutral zone in Yars' Revenge uses the game's code for its graphics? How does it work, and is it possible to reverse engineer that code just from playing the game? It's all explained right here.

Season Premiere

2024-03-06T05:00:00Z

2024x01 Bugs & Glitches of High-Level NES Tetris

Season Premiere

2024x01 Bugs & Glitches of High-Level NES Tetris

  • 2024-03-06T05:00:00Z9m

Why does NES Tetris start to break if you play for too long? It's all explained right here. NES Tetris Crash Theory Spreadsheet: https://docs.google.com/spreadsheets/d/1zAQIo_mnkk0c9e4-hpeDvVxrl9r_HvLSx8V4h4ttmrs/edit CHAPTERS 00:00 Intro 00:57 Falling Speed Limit 04:12 Level Number Display 07:40 Glitched Color Palettes 17:06 NES Code Structure 22:54 Jump Table 29:07 Game Crashes 40:08 Limited Tile Confetti 46:58 Infinite Tile Confetti 51:29 Outro

Why does stomping on wigglers produce glitched graphics? It's all explained right here. Powerup Incrementation: https://youtu.be/TqK-2jUQBUY

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