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Mechanics Explained
@RetroGameMechEx
Official account for Retro Game Mechanics Explained, a YouTube channel about video games & programming. Run by . Inquires: inquiries.rgmechex.com
Science & Technologyrgmechex.comJoined September 2016

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Next video is now available for Patreon supporters! It answers a lot of questions received in the comments in the past few videos, as well as shows off some of the glitch levels with the added graphics like seen in the previous video!
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This video is part one in a mini-series about Super Mario Bros. levels! First we'll look into the somewhat well-known trick of using NES Tennis to influence what level Super Mario Bros. starts on. Access Glitch Worlds in Super Mario Bros. via NES Tennis
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The Legend of Zelda: Ocarina of Time Beta Showcase run just wrapped up on #SGDQ2022! How did they do it? Here's a video that explains it all! Finally Obtaining the Triforce in Ocarina of Time: Triforce% Explained
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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? Getting the 3rd & 4th Exits in Super Mario World (and Other Level End Glitches)
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At the top of the hour, I will be streaming a creator's commentary of the Racing the Beam video. Available for supporters pledging at least $1/mo; check the RGME Patreon (or SubscribeStar) page for the link to the stream!
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E.T the Extra Terrestrial for the Atari 2600 features this highly detailed portrait of E.T. on the title screen. Only two sprites consisting of 8 bits each were used to display it to the screen. We'll find out exactly how in the next video releasing this week!
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Those 28 bytes to draw the UFO from Asteroids? They are encoded drawing instructions for a vector generator to scan an electron beam across a screen in real time. Find out more in the most recent video!
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It takes 28 bytes to store the vector graphics data for the UFO in Asteroids. How is the data formatted and how are the vectors drawn? Find out in the new video releasing Wednesday!
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NES sprites use 2 bits to determine the color of pixels within in object, which allows for 4 colors including transparency. But yet Mario's sprite in Super Mario Bros. 2 has five colors. Can you figure out how this was done before tomorrow's video?
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Generic Assembly tutorials would probably use a faux instruction set that could be applied to a broader set of assembly languages out there. SNES specific tutorials would go more in detail, and would also include interfacing with the SNES hardware.
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