Examination of a small sample of games from the days before patching was such a frequent occurrence.
Some revisions, some bugs, and some code from Super Mario Bros 2
The code behind the Konami code and some ROM editing for Contra
Explanation of Fairy Warp Glitch, Objects, Elevators, and more
Examination of one sound channel of the NES - the DMC. Analog to digital conversion, PCM, and DPCM are covered
Code walk through sword collision detection, sword/wand states, and the wand collision bug
Item drop explanations plus code walks for random number generation and random drops.
What secrets are hidden inside the Japanese and European ROMs for Dragon's Lair (NES)? Let's take a look inside!
A look at the gravity and velocity design of Ninja Gaiden and the new Game Genie cheat codes we can create from what we've learned.
The jumping of Ninja Gaiden 1 vs 2. How do the clone ninjas work? How does the wind work?
Ninja Gaiden II jumping in Ninja Gaiden III. Collision detection. Sword hitboxes. Enemies do less damage.
Cut the charge time in half? How about a damage boost? Focus on the process of reverse engineering code in this episode. Lots of code-hopping!
Pondering what Game Genie codes could make the Turbo Tunnel easier to beat. "Easier" might be subjective...
Fast code walk of the logic used for the computer player to determine how to respond to a human player-proposed trade.
The Miracle that is Action 52 for the NES. Text to graphics? Aspect Ratio? Controller handling? It is all here!
Examination of known bugs in older games and some pondering of whether or not they should be officially fixed.
Why do two enemies thrown back-to-back fly straight up into the air in Super Mario Bros. 2? Let's find out!
Examination of the questionable weapons design and the second release of Fester's Quest
Some bosses take damage even with the game paused. The tank can rotate around platforms. How does all of this work?
NES PPU, Scrolling, and some background talk - how does it all work?
The massive code behind moving Mega Man + the Zipping Bug. How does it work behind the scenes? What went wrong?
Breakdown of Quick Man's Behavior and the BUGS in Mega Man 2 for the NES
An odd instruction in the code has been analyzed, and it appears the Warp Zones do not work in the way they were designed. Let's fix the Minus World bugs!
What collision detection? Code investigation into the velocity and collision logic in the water level as well as some hitbox mistakes.
Breakdown of the physics-defying logic of jumping in the game. Frame rate, gravity, and special code all apply. Let's dive in.
Examination of the time between pressing the button and a forward attack. Are the attacks slower than they should be?
How does the Critical Hit with the Whip work in Castlevania?
Technical dive into how to use the NES controller to break level loading in Castlevania
Opponent Engines? Secrets in the crowd? Tyson is predictable? Let's dive in!
Two boxers. No flicker? How is this possible? The MMC2 Mapper chip: Explained
To learn more about Mappers and interrupts, we need to know about clock speeds. As for video output? Better hold on to your sync pulses.
Let's dive into how Sprites are prioritized and limited by Object Attribute Memory (OAM) and Secondary OAM on the NES. The journey toward understanding flicker has begun.
Why does Strider seem like it is going to fall apart at any moment? What is with all the sprite flickering and garbage graphics? Let's find out...
Strider Part TWO: Investigation and fixes for collision, jump canceling, and the Triangle Jump in Strider for NES.
Buttons don't work. Platforms seem to disappear. Sarah doesn't stand a chance!
Let's change Jekyll's walking speed, the bomb explosion size, damage, and more...
Why does the game run so fast in Level 6? Why is the frame rate so inconsistent on the NES?
Technical pursuit of the code that leads to a crash on the NES for Tetris.
Let's exploit the logic that crashes Tetris and write code by using the High Score Tables! All you need are a few extra controllers...
Why is there a flashing line above Shadow Man on the Stage Select screen? Why does the pause menu flicker? How do these NES graphics work, anyway? Let's find out!
Contra Force performance analysis, Mappers, porting the first Contra from NES to Famicom, Tiny Toon Adventures (yeah, seriously), and a small bit of Castlevania. It is all here.
Developer Micronics made some rather odd decisions about the controls for Ikari Warriors when porting it to the NES. Let's dive into arcade rotary controls, the NES d-pad, calculating velocities, and a terrible frame rate.
Can we run Ghosts 'N Goblins at 60 fps on the NES? Yes. How does the graphics engine work? What is wrong with these sprites? Why do they jitter? Let's go.