How Donkey Kong's programmers used compression to save ROM space. The following section is one of I AM ERROR’s oldest—it appeared in the initial drafts of ...
How Konami's developers used the MMC3 scanline counter to create large moving enemies. The following section was originally intended to directly follow the Mega Man 2 ...
Via Twitter, friend of the site Cameron Kunzelman recently introduced me to Eric Bailey, proprietor of Nintendo Legend, a site dedicated to ...
You know the drill: if you've landed here first, you'll likely want to read Part I (at ...
If you haven't already, please see Part I and Read More
In Part I, I introduced the concept of spatial vectors as they apply to the opening screen ...
A design study Poring over NES and Famicom games for the past year and a half has led to a lot of thinking about game design ...
Replicating a Japanese glitch While researching my chapter on the US NES launch and subsequent game localizations, I came across Mato Tree's site. Mato does ...
The first Famicom/NES emulators began to appear around 1996. By most accounts, PasoFamicom, developed by Nobuaki Andou, was the first. Unfortunately, it wasn't user-friendly ...
Dissecting the code behind an error The 2007 film King of Kong popularized much of the minutia of high-level arcade play. One scene showed underdog ...