Love these types of articles.<p>Also, if you develop for, say, the Apple Watch, there's a goldmine in looking at classic console games and how they made use of constrained resolution, memory, colors.
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
It'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.
Got me to search for NES overclocking and surprisingly people did swap clocks to pump the cpu faster:<p><a href="https://www.google.com/?gws_rd=ssl#q=nes+cpu+overclock" rel="nofollow">https://www.google.com/?gws_rd=ssl#q=nes+cpu+overclock</a><p>I already fried my old SNES so I won't touch my NES but still worth reading.