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 ...
Porting randomness The 10 PRINT book is now available for purchase and download. Its full title is a single line of BASIC code, written for ...
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 ...
How will we play NES/Famicom games 10, 50, 100, or 1000 years from now? We can imagine a not-so-distant future where all of the playable Nintendo ...
The MOS Technology 6502 was a landmark microprocessor. It was powerful, easy to program, and cheap, debuting for an astounding $25 in 1975. In its ...
A Lengthy Tour of NES Patents If you've ever seen a Famicom alongside an NES, you might be shocked that they're the same system. The NES's ...
Console Emulation and Platform Plasticity Since the early 1990s, a special subculture of play, called speedruns, has pushed the limits of videogame skill, performance, and technical ...
This paper was originally presented at the Society for Textual Scholarship Conference, Penn State, PA, March 18, 2011. Today I want to speak about videogames as ...