


12 videos · 6 hr 14 minCurated by HackerTube · 12 videos · 6 hr 14 min
HN never gets tired of stories about game developers beating hardware that should not have been able to run their game. This playlist goes in rough order of the hardware: vector monitors, CGA, the Apple II, 8-bit palettes, the Game Boy, the 90s software renderers, the PlayStation and N64. It ends with modern programmers who go back to old consoles by choice.
Play all on YouTubeThe 8-Bit Guy · 5.7M views · 11 years ago
A seven-minute primer on sprites, attribute grids and palettes that gives you the vocabulary for everything after it.
Retro Game Mechanics Explained · 240K views · 5 years ago
Before pixels were cheap, Asteroids and Tempest drew with an electron beam, and HN's pick for how that vector hardware worked is this one.
The 8-Bit Guy · 2.4M views · 10 years ago
The 1981 IBM PC's four-color mode turns out to give more colors on a composite monitor, and HN praises it for showing how developers took advantage of the smeared signal.
Ars Technica · 1.5M views · 6 years ago
Jordan Mechner on rotoscoped animation and memory tricks on a dying platform, which HN calls essential viewing for game history.
GDC Festival of Gaming · 569K views · 9 years ago
The highest-scored video in game history on HN: LucasArts artist Mark Ferrari animating whole scenes with nothing but palette cycling.
media.ccc.de · 242K views · 9 years ago
Michael Steil explains nearly the whole handheld in an hour, and HN tells would-be emulator authors to watch it first.
Molly Rocket · 15K views · 9 years ago
Hecker, Barrett and others tell the oral history of how 90s PCs drew textured 3D with no GPU, a rarely watched first-hand account.
Coding Secrets · 510K views · 6 years ago
A three-minute anecdote about a crash handler that sends a CPU fault to the level select, a small example of the kind of defensive engineering the next video relies on.
Ars Technica · 5.2M views · 6 years ago
The centerpiece and one of HN's most recommended dev stories: Andy Gavin overwriting Sony's own libraries in RAM to make room for his game.
Nemean · 6M views · 5 years ago
The most famous single trick of the era, 0x5f3759df, explained clearly enough that HN commenters say it finally made sense.
Kaze Emanuar · 3.2M views · 4 years ago
A modern coda: Kaze Emanuar finds bus contention and other N64 bottlenecks and makes Mario 64 render up to six times faster on real hardware.
Morphcat Games · 3.7M views · 8 years ago
It ends in 2018 with a studio that chose the NES's limits on purpose, the video HN links whenever someone asks how old games were so small.