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Graphics Analysis of an NES Game's Select Menu

102 pointsby dustmopalmost 10 years ago

5 comments

gdubsalmost 10 years ago
Love these types of articles.<p>Also, if you develop for, say, the Apple Watch, there&#x27;s a goldmine in looking at classic console games and how they made use of constrained resolution, memory, colors.
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everyonealmost 10 years ago
I would imagine the limitations would make the UI design itself very effective aswell. Every extra sprite you include bears a serious performance cost so you would pare things down to whats absolutely necessary
JoshTriplettalmost 10 years ago
It&#x27;s interesting how much this page relies on the browser behavior of rendering all animated GIFs on the page in sync with each other, such that the palettes rotate in sync with the images.
agumonkeyalmost 10 years ago
Got me to search for NES overclocking and surprisingly people did swap clocks to pump the cpu faster:<p><a href="https:&#x2F;&#x2F;www.google.com&#x2F;?gws_rd=ssl#q=nes+cpu+overclock" rel="nofollow">https:&#x2F;&#x2F;www.google.com&#x2F;?gws_rd=ssl#q=nes+cpu+overclock</a><p>I already fried my old SNES so I won&#x27;t touch my NES but still worth reading.
digi_owlalmost 10 years ago
Got me thinking about the Goonies 2 pause map.