Welcome to Retro Game Mechanics Explained!
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Mechanics Explained
@RetroGameMechEx
Official account for Retro Game Mechanics Explained, a YouTube channel about video games & programming.
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Mechanics Explained’s Tweets
I'm going to try writing short weekly articles on stuff that might be interesting but too small to make videos about! I just posted the first one on cohost, it's about the program I recently released that generates Super Mario Bros. level maps! cohost.org/rgmechex/post/
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The final follow-up video to he Super Mario Bros. glitch level series of videos. Also answering a bunch of viewer questions I got in the comments!
More Super Mario Bros. Mechanics Explained
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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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Why do glitch levels in Super Mario Bros. look the way they do? And how are levels stored in the game's ROM anyway?
Super Mario Bros. Glitch Levels Explained
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These 12 bytes correspond to the blocks located in the first screen of Super Mario Bros. We'll explore the game's level format in the next video, which is available early for Patreon and SubscribeStar supporters right now!
patreon.rgmechex.com
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Why is level 9-1 an underwater version of 6-2? Part 2 of this miniseries about Super Mario Bros. glitch levels will explain it!
Exploring Glitch Level Pointers In Super Mario Bros.
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Here's another example of a weird glitch level in Super Mario Bros.! Can you tell which levels it is a combination of? An explanation will be in tomorrows 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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What do these two games have in common? If you answered that they both use the same memory location for something important, and they both don't initialize memory when they start up, you'd be right! Early access of the next video now available for patrons! patreon.rgmechex.com
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Let's look at how BRR samples work, and how sounds samples are decoded and pitch shifted within the SPC700!
BRR Samples Explained
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Next video is about BRR samples, and how they are decoded like so! It also explains how they get shifted up and down in pitch. Available now for patrons! patreon.rgmechex.com
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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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About 67% of $225k raised for the Ocarina of Time Beta Showcase at #SGDQ2022! I'll have a video out all about it right after the run finishes, but only if the donation inventive is met, which has ~2 hours left. See the stream, schedule, and donate at gamesdonequick.com !
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I'll be at Summer Games Done Quick for the entire event! If you can find me, feel free to say hi and you can get one of these. Every RGME business card is personalized.
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Believe it or not this is the first GDQ I'll be at since I made these like 3 years ago. They're already out of date lol
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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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Yes, those are yellow switch blocks coming out of Donut Plains 3. We'll get to figure out why in the next video! 👀
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A rundown of the instruction set used by the SPC700 that is found in the Super NES's sound system!
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A Venn-diagram of the kinds of instructions used by the SPC700 and 65C02 processors. The next video will go more in depth about these instruction sets!
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Another entry into the AVFX series, we take our for look into something on the Sega Genesis!
Sega Genesis Raster Effects Explained - Audiovisual Effects Pt. 05
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That's a neat reflection effect in Castlevania Bloodlines for the Sega Genesis. Someone should explain how that works in a video sometime soon!
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Here is the first video in the new SPC700 series! Just a quick overview to start off with, but we'll be diving into a lot of different topics in the next several videos.
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A new series premieres soon all about the SPC700 audio subsystem found in the Super NES! What parts are you most excited to learn about?
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A new series premieres soon all about the SPC700 audio subsystem found in the Super NES! What parts are you most excited to learn about?
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If you haven't seen my video in Atari's Quadrascan technology, here it is!
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The Slow Mo Guys just made a video about vector displays, and used Atari's Tempest as an example! You can see how it works for real instead of the simulation I made in my video!
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If you've been curious what I've been up to this year, I encourage you to read this post, thank you.
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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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How does the Atari 2600 display images to the screen with so little memory dedicated to video graphics? Let's find out!
Racing the Beam Explained - Atari 2600 CPU vs. CRT Television
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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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The final part of the SNES Features series: a summary and reference for all of the system's CPU and PPU hardware registers.
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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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Let's journey into the land of vector graphics, where pixels are a completely foreign concept!
Atari's Quadrascan Explained:
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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 can only have 4 colors per tile, but you can skirt around this limitation using some tricky spritework. Learn how in this video!
5 Colors in One Sprite Explained
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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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SNES is the only option because that is what I am way more comfortable with. I could do NES as well, but I think there are plenty of good resources on NES stuff already. SNES not so much.
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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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