Games That Push The Limits of the NES : Graphics Deep Dive

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  • Опубліковано 4 тра 2024
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    'It looks like a 16-bit game' has become a bit of a cliché hasn't it, but that's what I'm looking at today, NES games that could, maybe pass for something on a more powerful system. And I'm not just going to talk the talk, I'm going to walk the walk in a detailed deep dive into how these games work.
    Games Featured:
    00:00 Intro waffle
    02:40 Batman Return of the Joker
    09:05 GI Joe
    17:10 Crisis Force
    21:34 Summer Carnival '92: Recca
    Clip art thumbnail images:
    illustoon.com/
    www.stockio.com/
  • Ігри

КОМЕНТАРІ • 583

  • @Sharopolis
    @Sharopolis  2 роки тому +31

    Install Opera GX and leave me a comment with the hashtag #installedGX
    Download Opera GX FREE ✅ mtchm.de/oqqog

    • @mbe102
      @mbe102 2 роки тому

      #installedGX just for you

    • @TRS-Eric
      @TRS-Eric 2 роки тому +2

      @@mbe102 opera is a chinese owned browser. Install and use it with caution.

    • @shannonmckitterick9981
      @shannonmckitterick9981 2 роки тому +1

      U should definitely check out the PC ENGINE the best 8-bit processer machine ever IMO

    • @swirlershark-dragon8393
      @swirlershark-dragon8393 2 роки тому

      @@mbe102m-

    • @R3TR0R4V3
      @R3TR0R4V3 2 роки тому +3

      Hard pass. Great video though!

  • @wimwiddershins
    @wimwiddershins 2 роки тому +226

    It's easy to forget how novel and impressive some of these graphical effects were at the time. Programmers really showed their skill getting these limited systems to do something new.

    • @dutchdykefinger
      @dutchdykefinger 2 роки тому

      ua-cam.com/video/gWVmPtr9O0g/v-deo.html
      ok, that's actual 16-bit, but still... good fun for a console ')

    • @GeoNeilUK
      @GeoNeilUK 2 роки тому +3

      Europeans coders created demos on computers (mostly, there's a demoscene for the Atari 2600 that pushes that console to its limits)
      Japanese coders created games for consoles.

    • @greensun1334
      @greensun1334 2 роки тому

      @@dutchdykefinger0

    • @a1rh3add
      @a1rh3add 2 роки тому +1

      I remember when it was crazy that you could control an arrow on the screen by spinning a ball.

    • @worsethanhitlerpt.2539
      @worsethanhitlerpt.2539 2 роки тому +2

      Multi scrolls on the NES is just nuts. Lots of Genesis games struggle with it or just dont have it when the game obviously needs it

  • @Wadosan
    @Wadosan 2 роки тому +237

    Surprised Kirby’s adventure didn’t make this list, one of the most beautiful, pleasant to look at games on the NES, basically the Yoshi’s island of the NES considering the graphics still look incredible today.

    • @sonarfungus7571
      @sonarfungus7571 2 роки тому +38

      Kirby looks great, but it doesn’t really have any ridiculous techniques like the rest of the games. There’s parallax scrolling, sure, and the occasional animated background feature, but no multi layered backgrounds like in Batman, no massive animated foreground pieces like Gi joe, no multiple scrolling layers and piles of enemies like star force or whatever it’s called. It’s an impressive game for sure, but coupled with the fact that it doesn’t do anything jaw dropping and has slowdown at times, it doesn’t do enough to deserve a spot

    • @Wadosan
      @Wadosan 2 роки тому +25

      @@sonarfungus7571 Well sure it doesn’t utilize “Ridiculous techniques”, but the sheer amount of content in the game should have at least net it some sort of mention right? There are 41 levels in the games, not including the boss rooms, Arenas, Museums, and the 3 different minigames. That’s more story mode levels that Kirby Star Allies, which came out 25 years later. Tons of Sprites are huge and beautiful, and the backgrounds were painted by an artist and digitized to work in the game, similar to Donkey Kong Country, which had never been done before up to that point.
      I get the subtitle is “Graphics deep dive”, but the series itself is called “Games that pushed the limits” and Kirby’s adventure no doubt pushed the limits of the NES.

    • @genericsavings
      @genericsavings 2 роки тому +15

      Kirby’s Adventure was incredible when it came out.
      I remember renting it from Blockbuster and I was obsessed. It was baffling how much content they managed to cram into that 6Mb cart.

    • @vulcanraven9701
      @vulcanraven9701 2 роки тому +12

      @@Wadosan This is one of the main reasons why i love retro consoles so much. Whereas new consoles keep trying to push 'realism' the NES games all had unique art styles. And Kirby's Adventure was masterful. That game got snubbed by not being included in this video

    • @shenglongisback4688
      @shenglongisback4688 2 роки тому +4

      He already put it in a similar video before this video, explaining how the Nes pushed graphical abilities Kirby was mention.

  • @Dorelaxen
    @Dorelaxen 2 роки тому +73

    "This elevator is very clever."
    Do you want to start a bad horror movie? Because that's how you start a bad horror movie.

  • @REzado63
    @REzado63 2 роки тому +131

    The bad guys on the elevator are actually part of the background tiles until they jump out that's when they become Sprites that's how the elevator is able to pass them

    • @KesorodaBlk
      @KesorodaBlk 2 роки тому +7

      Man, that's exactly what I was thinking!

    • @kevin12567
      @kevin12567 2 роки тому +17

      That was my initial thought, but if you look closely, the bad guys are flickering before they jump out, and they were showing during the sprites-only view, which means they are sprites being occluded by the elevator.

    • @Mayydayy86
      @Mayydayy86 2 роки тому +7

      @@kevin12567 They're background tiles until they pass under the elevator. None of them are taller than the elevator while crouched/waiting, and they don't start flickering until they're above the elevator. This says to me that the brief frame when they're completely obscured by the elevator is when the swap occurs.

    • @mazionach
      @mazionach 2 роки тому +9

      @@Mayydayy86 You can see at 11:50 that when the background is disabled the enemies are still visible. The effect was most probably done by stacking 6 invisible sprites on the elevator(+the two walls), as the nes can only draw 8 sprites per scanline and the lowest priority ones get discarded

    • @kevin12567
      @kevin12567 2 роки тому +9

      @@Mayydayy86 Nope, they're sprites. Watch the video starting at 11:48. In this segment the emulator is set to show ONLY SPRITES, with the background blacked out. At 11:52 you start to see the enemies appearing below the elevator before they're obscured by it, then reappear above it. Flickering only occurs on the NES when there's more than eight 8x8 blocks of sprites on a scan line (sprites are typically two of these 8x8 blocks wide).

  • @BdR76
    @BdR76 2 роки тому +31

    17:58 "stuff you might see on the old Mega *Syphilis* " wait what?!

  • @cursoryintegration8512
    @cursoryintegration8512 2 роки тому +134

    I'm impressed by a game that can produce effects that are entirely inscrutable even with open access to the code

    • @Sharopolis
      @Sharopolis  2 роки тому +33

      Maybe not entirely inscrutable to someone who knows more than me! But it is difficult.

    • @duffman18
      @duffman18 2 роки тому +35

      The channels Game Hut and Coding Secrets (both run by the same guy) go into a lot of depth about how these almost impossible effects were achieved. The guy running the channels is (or was) the head) ceo and lead programmer of Travellers Tales in the 90s and 2000s so he often describes how stuff was done on his own games, as well as ones by other companies.
      He genuinely a genius. So many things that nobody else could achieve, he managed it. He invented tons of coding tricks himself. He's probably the single most hardware pushing programmer from those times, nobody else individually came up with more stuff than him
      Like how when he made Sonic 3D blast, he managed to get a full motion video intro on a regular mega drive cartridge, on stock mega drive hardware, not a Sega CD, not a 32x, not a Sega saturn, he achieved this on 1989 hardware with a regular cartridge (not one with an extra chip in it like the Super FX chip on snes). That's simply insane. He has a video just about how he achieved that
      Other games he made that he explains are things like Mickey Mania, Toy Story, the lego star wars games, etc
      Even if you know nothing about programming his videos are great and easy to understand. I highly suggest looking them up. Game Hut and Coding Secrets, both on UA-cam

    • @aeris2001
      @aeris2001 2 роки тому +3

      @@duffman18 Wow thanks I'll check him out

    • @rub800
      @rub800 2 роки тому +5

      @@duffman18 very nice channel and that guy is a total genius.
      There's also some interesting stuff off this type by MVG channel about some impossible ports, look also for the interview of the guy who did the Doom SNES port, or the guy who developed Crash bandicoot for the PS1

    • @yoymate6316
      @yoymate6316 2 роки тому +1

      I bet a pasty that whoever at KindleImagineDevelop programmed this game was part of the demoscene. Those mad warpy scrolly bits scream demo.

  • @billcook4768
    @billcook4768 2 роки тому +46

    I know you know this, but you are making this sound far too easy. I’m guessing these techniques weren’t rare because they were arcane; they were rare because they were hard. The 6502, with its bare minimum of registers, just wasn’t designed to use interrupts for this sort of process juggling. I’m in awe of these early game programmers - you do a nice job giving them a shoutout when you can. Too bad there’s so little documentation from this era of who did what.

    • @noop9k
      @noop9k 2 роки тому +7

      Atari 800 has 6502 and hardware support for line interrupts and nearly every game with decent graphics does this a lot. 1979 hardware.
      Nes/famicom gets comparable abilities only with more advanced mapper chips.

    • @mazionach
      @mazionach 2 роки тому +2

      Most of the time it's harder to come up with a nice looking effect than it is to program it, banswitching like in batman and crysis force or split scrolling like GI Joe or Recca for example are just writing a few numbers to certain locations.

    • @nebularain3338
      @nebularain3338 2 роки тому +6

      This isn't an in-depth technical video. It's to give an overview for people who may not be hardcore coders, and so making it sound easy also makes it more understandable.

    • @kieranfirkin544
      @kieranfirkin544 2 роки тому +4

      Eh, I disagree. The amount of registers on the 6502 isn't an issue with using interrupts like this, you just push them to the stack when you receive the interrupt, and pull them back off when you're done. This adds a little bit of overhead of course, but worst case scenario you miss hblank and have to wait an extra line before you start your writes. The only thing more registers would help with is allowing you to pre-load more values to write during hblank, but this isn't necessary for anything other than swapping colors mid-frame.

    • @Nicholas_Steel
      @Nicholas_Steel Рік тому

      Various Memory Mappers/add-on chips built in to cartridges would add advanced Interrupt timing mechanisms that the original cartridge hardware and console don't include support for.
      Without this capability it becomes very difficult to concisely time when events should occur. This is why you mostly see the advanced graphics tricks being done on the cartridges that include them.

  • @marcosdheleno
    @marcosdheleno 2 роки тому +34

    "it looks 16 bit" well, it looks like those 16 bit games that looks 8 bit...

    • @marcosdheleno
      @marcosdheleno 2 роки тому +4

      @Dean Satan right? people say "look this 8 bit game look 16". but nah, they dont, sprites are too small, less detailed, but the color is a dead giveaway, its kinda like those ps1 games people swear look like ps2 games, but clearly doesnt.

    • @johneymute
      @johneymute 2 роки тому +5

      @@marcosdheleno when i saw those ps1 graphics for the first time in 1995, i swear they looked like ps2 graphics.

    • @marcosdheleno
      @marcosdheleno 2 роки тому +3

      @@johneymute but there was no ps2 in 95. so how would you think it looks like a ps2 game?

    • @johneymute
      @johneymute 2 роки тому +1

      @@marcosdheleno no there was no ps2 in 1995, HOWEVER if i compare the ps2 graphics with when i saw those ps1 graphics for the first time, it looked like ps2 graphics to my perception,why?
      Because in 1995 i never realized that those graphics might,ve be kubistic.

    • @marcosdheleno
      @marcosdheleno 2 роки тому +1

      @@johneymute but that's my point, you didnt think it "looks like a ps2", because there was no ps2 to compare with it. you may have thought "this looks amazing!" or something like that.
      but there's no reason to think a ps1 game looks like ps2, specially when it was almost half a decade before the ps2 even existed!

  • @lordlouie3550
    @lordlouie3550 2 роки тому +13

    My pick for best looking NES game would have to be Ninja Gaiden 3: The Ancient Ship of Doom. The use of black backgrounds as a shader for the terrain are so clean, and stack with the environment animations (running water in 3-1A, spikes visibly retracting into the floors and walls, the sand in 2-1A) to create an incredible looking aesthetic.
    The hud elements gradually cycle through a rainbow of different colors as you play too!

  • @Halbared
    @Halbared 2 роки тому +81

    For a 1983 piece of kit, the Nes had some whopping games.

    • @nebularain3338
      @nebularain3338 2 роки тому +15

      Yes, but these games didn't use the stock NES tech. The enhancement chips did a lot of the heavy lifting.

    • @cubeflinger
      @cubeflinger 2 роки тому +3

      @@nebularain3338 *RTX card intensifies*

    • @Halbared
      @Halbared 2 роки тому +3

      @nemo pouncey 15/7/1983

    • @codenameviper7905
      @codenameviper7905 2 роки тому +7

      @@nebularain3338 You are partially right, there we no additonal processing in any part, the Mapper only provide Access to Extra RAM (Both VRAM and Workram) and lots of Bankswitching, but the PPU with is palette of 52 Colors, 25 Colors on Screen or the CPU was never boosted in any way, in fact in the END all the Data lands in the 2 KB!!! of VRAM in the PPU that displays it all, thats the reason why mappers are so easy to emulate on flashcard the simply have to feed the CPU and PPU with the correct data but inspite of the SNES Chips they don´t have to emulate any real processor functions

    • @SA77888
      @SA77888 2 роки тому

      I knew this comment would initiate some debate lol.

  • @HE360_Games
    @HE360_Games 2 роки тому +6

    Street Fighter 2010 (not the Street Fighter arcade ports as in Street Fighter 2, etc); but the SHOOTER Street Fighter 2010 (which was also made by Capcom) on the NES with its graphics had some effects that were reminiscent of 16 bit even before the SNES came out and/or got off the groudd. When I was playing Street Fighter 2010 on the NES, it felt like I was playing an arcade game.

    • @AdamPajor
      @AdamPajor 3 місяці тому

      Great game with some nice and varied visuals!

  • @Aztyph
    @Aztyph 2 роки тому +21

    I am so glad that you covered _Recca;_ everything about it is truly marvelous. I hope that it gets a release on the Nintendo Switch Online service one day. It sure could use more quality games here in the West, and both it and _Crisis Force_ would be perfect for it.

    • @Sinistar1983
      @Sinistar1983 2 роки тому +4

      Especially since the rewind would come in handy. Not to mention how much better the emulation will be compared to the 3ds. Because the song called HYDE plays the sample incorrectly for some reason.

  • @Sinistar1983
    @Sinistar1983 2 роки тому +7

    Some more nes games that do crazy stuff
    -Gimmick!, For its realistic physics
    -langrange point, for its high quality sound
    -pictonary, I can't spoil this one, just see for yourself
    -Micro mages, one of the most effectient pieces of coding
    -Moon crystal, for its high quality production values
    -cosmic epsilon, mode 7 esc visuals

  • @GoodmansGhost
    @GoodmansGhost 2 роки тому +5

    Ok, that squash and stretch background in Recca is the one time I'll accept someone saying NES graphics look 16-bit.

  • @DeltaSeeker
    @DeltaSeeker 2 роки тому +9

    I love your videos because you actually explain why and how the relevant game mechanics and effects work like they do, which is so much more interesting and respectable than most other content that simply shows a game and says "wow this looks impressive" lol

  • @matthuck378
    @matthuck378 2 роки тому +3

    One reason why I only get a console near the end of its generation is because by then there's not only a ton of games in the library (and a ton available used for cheap), but the newest stuff takes full advantage of the system. Early adopters really only get games that look/play last gen.

  • @byteknytestudios5690
    @byteknytestudios5690 2 роки тому +3

    26:20 It is probably doing a technique known as "racing the beam" in which the screen is actively re-written every scanline, Those 4 pokes to the PPU are likely timed to the 60 FPS operating time of the NES but divided by 4 to make it 15 frames a second.
    it actually sounds like a simple 12-byte loop if you ask me.

  • @wiremesh2
    @wiremesh2 Рік тому +2

    The best part about Return of the Joker here is that it has 16-bit versions you can directly compare it to, and it looks better than both of them. Fewer colors, sure, but it uses them much more effectively.

  • @thecunninlynguist
    @thecunninlynguist 2 роки тому +37

    i love when you do these type of vids. always fascinating to see how devs pushed the limits.

    • @dr.decker3623
      @dr.decker3623 2 роки тому

      every game pushed the limits of the NES,... the NES was basically a blank slate of pixels for games to fill, most of the system was in the games themselves.

  • @Coderjo.
    @Coderjo. 2 роки тому +2

    While I can't get to that portion of the game right now to verify, I am fairly certain the purple background in Recca at 25:00 is accomplished by updating the background X and Y scroll positions. Some older games like Rad Racer and Rad Racer 2 do that to accomplish effects like the clouds moving left/right as well as the road curving left, right, up, and down. The nametables in the those has a sky image in two tables and the road sloping in to the horizon in the other two (plus the dashboard). Recca just does it in such a way that it looks amazing.

  • @danielribastandeitnik9550
    @danielribastandeitnik9550 2 роки тому +8

    I used to had a Master System when I was young, thus it is my 8-bit reference. When I look at NES games the first thing that strikes me is how much the color black is used and how the color palette is dark. In comparison, Master System games rarely used black and the colors were very saturated and vibrant. I wonder why there is this difference.

    • @blastproces
      @blastproces 2 роки тому

      The master system can generate more colours and more colours per tile like a sprite can include upto 10 colours where a nes does I think 3 per sprite also a faster cpu . But the nes had advantages in some display aspects due to enhance chips and sound was better for most part

    • @CDSide
      @CDSide 2 роки тому +1

      @@blastproces wasnt there 7 colours? Not counting the transparent pixels

    • @what9418
      @what9418 2 роки тому

      The number of bits is only an indication of how many bits the CPU can handle in a single machine cycle. So, to do a 16 bit calculation it needs 2 machine cycles. It says nothing about graphics capabilities. So the simple answer is that MS has better GPU.

    • @CptJistuce
      @CptJistuce 2 роки тому

      The Nintendo's color palette isn't as nice to work with as the Master System's, with a weird color distribution and several duplicate blacks and grays.
      (Tangentally, weird color distribution is why Megaman is blue. There were more shades of blue available to work with, so he didn't blend in with backgrounds.)

  • @vectrex28
    @vectrex28 2 роки тому +10

    The $2001 register GI Joe writes to has a way to turn off sprites. I'm pretty sure the sprites first get turned off behind the elevator, then the game just clears the background as well when it casts the shadow

    • @Sharopolis
      @Sharopolis  2 роки тому +4

      How do the sprites at the edges that make up the gears of the elevator stay on? That's what confuses me.

    • @VehementisEaVeritas
      @VehementisEaVeritas 2 роки тому +2

      To me it seems the register writes to $2001 only disables the background, the Sprite enable bit is not touched. The wall sprites are still visible in those scanlines too.
      The sprites probably vanish behind the elevator using the priority bit in OAM, maybe even with a sprite masking technique, using additional sprites with a higher priority in OAM.
      Not sure if the wall sprites being masked behind the elevator gears is also achieved that way.

    • @vectrex28
      @vectrex28 2 роки тому +1

      That makes sense actually. What I'm thinking is happening there is that the elevator is large enough to cover a single 8x8 or 8x16 sprite, and that the game cuts all sprites that are behind the elevator while reenabling them just behind these zones with the BG priority bit on to simulate them being behind the BG

  • @retro_reflections
    @retro_reflections 2 роки тому +8

    An absolutely cracking vid, and an introduction to two mad NES shooters I was previously unaware of! Loving the breakdowns - more, please!

  • @paunchstevenson
    @paunchstevenson 2 роки тому +4

    Most people overlook Track & Field II. It's one of the most impressive looking NES games ever made, especially considering how many different game modes it features.

  • @nensondubois
    @nensondubois 2 роки тому +3

    Recca actually reads from a table and then it also draws the horizontal tiles from a carefully timed interrupt timer. Not an easy task.

  • @dr_ubo
    @dr_ubo 2 роки тому +1

    This video came up in the recommendations and I decided to give it a look because I noticed Recca. Ended up watching all the video non stop. Excellent video. Yagawa is known yo be a genius that pushes hardware as hard as he can, NES or otherwise. You also mentioned GI Joe. I always felt it had a certain something that made it top notch in presentation but could never point a finger to why. Liked and subscribed.

  • @jocivtrance3455
    @jocivtrance3455 2 роки тому +1

    So glad this channel was in my feed. I watch many retro game analysis channels and this is one if the most refined. Looking forward to future vids👍

  • @PearFinch
    @PearFinch 2 роки тому +14

    Dang, the lastest content from Sharopolis is professional and stylish! This is awesome!

  • @remagiodhlamini4111
    @remagiodhlamini4111 2 роки тому +2

    This is the content we want to help us revive our love for programming...thanks for putting this together...enjoyed even minute of it

  • @nashmanzl
    @nashmanzl 2 роки тому +2

    One of my favorites for parallax scrolling and other advanced effects was Metal Storm (NES of course). I can never find a video that gives this game love. I always thought it was outstanding.

  • @wardrich
    @wardrich 2 роки тому +19

    You should have said they installed the Batman chip sideways to get the vertical scrolling 😂

    • @heavysystemsinc.
      @heavysystemsinc. 2 роки тому +2

      That explanation would have worked on me just fine. :)

    • @mazionach
      @mazionach 2 роки тому +1

      As an NES hombrew developer, I approve XD

  • @AndrewAlanDavidson
    @AndrewAlanDavidson 2 роки тому +4

    Great video! I think Super Turrican is another which belongs on the list. I was amazed that it could be done so well on the NES!

  • @jkuebler89
    @jkuebler89 2 роки тому +5

    Wow the fact that you dig into the code and test w debugger is the cherry on top. Well deserved sub. Do you have more vids like this?

    • @dr.decker3623
      @dr.decker3623 2 роки тому

      every game pushed the limits of the NES,... the NES was basically a blank slate of pixels for games to fill, most of the system was in the games themselves.

  • @juststatedtheobvious9633
    @juststatedtheobvious9633 2 роки тому +1

    Thank you for going the extra mile and breaking down tricks that don't immediately impress. This is all quality stuff, and a leap ahead of what's usually waiting in videos like this.
    Obvious suggestion for a future video: Sega Saturn.
    I've read an interview with a Lobotomy employee, where they said that the larger the quad in a Saturn game, the more it slowed everything down. Especially in wide open areas.
    So what's happening in Sonic Jam's overworld? And how is Sonic R ignoring that handicap? I've also seen claims that games like Shining Force III and Virtua Fighter 2 tap into the sound hardware for extra processing assistance. Is that true? (I've heard it was also done for EA's flight simulators on Genesis.)

  • @bslprints9935
    @bslprints9935 2 роки тому +1

    I remember being surprised that battletoads was an NES game it looked so good!

  • @lukostello
    @lukostello 2 роки тому

    I think the effect at 25:00 was accomplished like this:
    there is a pattern in the background that repeat after 30 or so lines. If part of that pattern is supposed to be squished it will skip a line of that pattern, if it is supposed to be stretched it will double that line.

  • @SRGIProductions
    @SRGIProductions 2 роки тому +2

    Are we just gonna forget the Mega Man games starting with Mega Man 2? Those games were GORGEOUS on the NES.

    • @SRGIProductions
      @SRGIProductions 2 роки тому

      Even though they have bad cases of slow-down and sprite flicker.

    • @blastproces
      @blastproces 2 роки тому

      I prefer mega drive mega man like wily wars not comparing but just no lag and smoothness

  • @lucianonicolasgarcia7311
    @lucianonicolasgarcia7311 2 роки тому +3

    I remember the first time I played Ninja Gaiden IIII was impressed by the graphics, and when I saw the cutscene to act 5 I thought "this is Genesis stuff, nothing to envy".

  • @kee1haul
    @kee1haul 2 роки тому +8

    Another stunner. Interesting and entertaining. Good job.

  • @atari-staffroom
    @atari-staffroom 2 роки тому +8

    Really enjoyed this one. Getting clever with the old debugging feature there really adds a bit of extra depth. Check out Elite on the NES for tile swapping taken to an awesomely mental level. There truly was some clever buggers working on the NES.

  • @SpiralPegasus
    @SpiralPegasus 2 роки тому

    You don't see videos of people going in depth on the technical hows of old games.
    Much like someone else said prior, Jon of Travellers' Tales is one great example of going through hoops to overcome technical limitations.
    Very nice video! Informative too

  • @obthree2830
    @obthree2830 2 роки тому

    Thank you so much for putting a list! You earned a new subscription just for that.

  • @MadDelBastard
    @MadDelBastard 2 роки тому +4

    About elevator trick with smooth sprite appearing.
    I think its just work with sprite limit at the line
    (if sprites more than 8,
    and code not works with flickering,
    other sprites on line just will be unvisible).
    Оr removing sprites from metasprites at the IRQ time.

    • @Sharopolis
      @Sharopolis  2 роки тому

      I think the sprites are being forced into blanking out by having more than 8 on that scanline. It's not altering the sprites in the interrupt, it only does anything with sprites in the vblank. I *think* maybe I understand what's happening now. There's a couple of other games that do the same thing. I will talk about it when I do another NES video.

  • @TheRealJPhillips
    @TheRealJPhillips 2 роки тому +8

    Those added chips were the reason many carts towards the end of the NES life were upwards of $70 here in the U.S.

    • @Turbotef
      @Turbotef 2 роки тому +2

      Which ones were those? The last NES games I bought new in 1993/1994 were Bonks Adventure, Kirby's Adventure, Adventure island 3, Mega Man 6, Darkwing Duck, and Battletoads and Double Dragon. I paid about $40-50 per title if I remember correctly.
      Now Genesis/SNES games back in 1992-1995........woo boy, and people complain about $70 games now. HA! I paid $90 for Phantasy Star IV, $70 for Earthworm Jim 1 and 2, $60 for Sparkster, $60 for Splatterhouse 3, $60 for 3D Ballz, $60 for Sonic 3 and $60 for Sonic & Knuckles, $80 for Shining Force 2, etc, etc, etc
      $90 for Super Mario 64 was the last time I paid a high price for a new game that wasn't a LE/CE.

    • @scottythegreat1
      @scottythegreat1 2 роки тому +1

      More than that in some cases.
      I know this isnt Japan, but from what I understood, the game LaGrange Point cost $120 in unadjusted US dollars after foreign currency adjustments. That being posted, that was the price for a very advanced VRC7 chip that had a cartridge bigger than a typical cartridge. With the inability to use the VRC7 chip in North America both because Nintendo wouldnt allow a third party cartridges, no way to use the sound enhancements that were required, a likely downgrade in graphics when using Nintendo's standard cartridges, and localizing the game for English speaking gamers, it wasnt worth it for Konami to even try to bring the game to North America.

    • @scottythegreat1
      @scottythegreat1 2 роки тому +1

      @@Turbotef By that time, the cost of 8-bit hardware was starting to fall. There is a difference in hardware prices for an MMC3 chip made in 1988 and prices in 1992 (seasoned technology by 1992). Combine that with the fact that the popularity of the NES brought on a worldwide chip shortage from 1987 to 1992, so it was more expensive just off of that.

  • @soundspark
    @soundspark 8 місяців тому

    The warping effect is likely 15fps since it takes a significant amount of CPU time to render, but not quite as much to read the pre-rendered transform tables and apply them to the PPU. The MMC3 is likely used to generate the interrupts needed to remind the CPU of the next transform.

  • @basteagui
    @basteagui Рік тому

    i know what's going on in the last game with the ripple.
    they have an elongated version of that graphic in memory, a couple nametables worth,
    it's not only elongated but it's one of those self animating scrolling tile design. (if you design the tiles cleverly, just scrolling them looks like they are animating, that's how some games do waterfall effects for example)
    then they render but they squash per tile the animation either by swapping out the colors, or by bringing in different frame/tile from the nametable in memory (true animated tiles like the one in the vertical split shooter),
    the left/right scrolling is just your standard mario3 scrolling of the whole tilescreen.
    that's basically all that is going on there. it's pretty impressive for sure, that game is so amazing

  • @zerobyte802
    @zerobyte802 2 місяці тому

    If you scroll the background down as the raster beam travels down the screen, the BG image will appear stretched - like playing back a record too slow. The difference in speeds (scanline speed vs scrolling update speed) determines how much stretching happens. Scrolling up causes squashing. Smoothly varying the amount of vertical scroll delta over the corse of drawing a frame will make a wave of distortion. Varying when it starts relative to the frame over time causes the wave to move vertically.

  • @soundspark
    @soundspark Рік тому

    The impressive part of those backgroud warping effects is that the NES/Famicom doesn't have dedicated DMA capabilities, but instead the best you can get is an interrupt generated by the mapper.
    On the SNES you simply load a DMA table and the hardware automatically processes it without CPU intervention.

  • @MaxOakland
    @MaxOakland 2 роки тому +1

    I love that you tell us how it's done

  • @matesafranka6110
    @matesafranka6110 2 роки тому +1

    The concertina effect really isn't complicated at all. Stretching an image (vertically) just means drawing some lines multiple times, while squashing it means skipping some lines. For the background layer, this can be achieved by changing the Y offset on various scanlines.
    Here's a breakdown. Let's say the Y offset is 0. To determine which line of the background layer to draw to the screen on each scanline, the PPU simply adds the Y offset to the number of the scanline it's drawing. Therefore, if we now just draw our background layer normally, it means that scanline 1 draws line 1 of the background; scanline 2 draws line 2; scanline 3 draws line 3, etc. Our background layer appears in its original shape.
    Now imagine we start manipulating the Y offset mid-frame. For scanline 1, we leave it unchanged, so we draw line 1 of the background. Then, on scanline 2, we change the Y offset to -1. This means that the PPU will draw line 2 + (-1) = 1 of the background layer. For scanline 3, we change the Y offset to -2, so the PPU will draw line 3 + (-2) = 1. Thus, the result is that the first 3 scanlines will all show line 1 of the background layer, making it look "stretched". The opposite effect can be achieved by increasing the Y offset.

  • @allluckyseven
    @allluckyseven 2 роки тому

    ~16:34 - Sprites can be set to be displayed in front of or behind background tiles, so that can possibly be it?
    The same thing happens with the sprites on both left and right edges of the elevator.

  • @Bofner
    @Bofner 2 роки тому

    Wow, RECCA really is something. I'm always amazed at how many cool effects you can make with some simple changes to the scrolling

  • @DenkyManner
    @DenkyManner 2 роки тому +7

    Do 16 bit games that look 8 bit

  • @jonathan_herr
    @jonathan_herr Рік тому

    @26:32 seems like that, to my eye the the 0x00h before the selection and the selection are a 0x20h length (32 byte) long sort of sine lookup/offset. 0x20 being a positive offset, and 0xD0h being a negative one.
    (Kinda like how adding 0.01 (0x01h) to a price increases the cents by one (0.98 to 0.99) and adding 0.99 decreases it (ignoring the dollars amount) (0.99 to 1.98)

  • @reflex2181
    @reflex2181 Рік тому

    Amazing job decrypting the technics about what's happening in the backgroud to push the limits of the hardware!

  • @yakovkhalip9714
    @yakovkhalip9714 2 роки тому +1

    Nice review ! SAddly the Bucky O'hare game wasn't mentioned - in my opinion most impressive 8 bit game ever ! )

  • @somefreshbread
    @somefreshbread 2 роки тому

    LOL at the retrogamemechanics shoutout at the end. great vid

  • @linkthehero8431
    @linkthehero8431 2 роки тому +5

    24:20 *Don't recite the Deep Magic to me. I was there when it was written!*

  • @adrianooliveira2451
    @adrianooliveira2451 Рік тому +2

    Great analisys! Ninja Gaiden 3 also has excellent graphics, animations and great parallax effects...

  • @RaposaCadela
    @RaposaCadela 2 роки тому +3

    This is a great video! UA-cam NEEDS more of this!

    • @Sharopolis
      @Sharopolis  2 роки тому +1

      Thank you! More to come soon I hope!

  • @TheChillMethod
    @TheChillMethod 2 роки тому +1

    Id never wondered what it'd be like to have the plusnet guy do a pretty damn interesting gaming show, but now i feel like i have a really good idea. Brilliant video!

  • @barryschalkwijk9388
    @barryschalkwijk9388 6 місяців тому

    Dang that batman game looks stellar, i'm especially impressed they managed to do all that and keep the flicker to an absolute minimum. Simply amazing.

  • @willrobinson7599
    @willrobinson7599 2 роки тому

    Great information and kept simple for us less technical

  • @danieldougan269
    @danieldougan269 Рік тому +1

    The bosses in Blaster Master are beautifully designed.

  • @breakfasthole3851
    @breakfasthole3851 2 роки тому +2

    I love how you go down the rabbit hole, figuring out the methods that programmers have used. Breaking that down into a video explaining that to non-programmers definitely isn't an easy thing.

  • @8squared007
    @8squared007 2 роки тому +2

    I believe the reason Crisis Force never got an international release is that the the game used the Konami VRC4 mapper, which NOA didn’t allow in NES cartridges due to their policies on third-party hardware.

  • @maximuzmusic1261
    @maximuzmusic1261 2 роки тому +3

    Metal Storm, Castlevania 3, and little samson have to be my top 3 graphics wise

    • @SA77888
      @SA77888 Рік тому +1

      Love Little Sampson - brilliant megaman alternative.

  • @JulienBertozzi
    @JulienBertozzi 2 роки тому +1

    Waow! Some real depth... Thanks!

  • @susanfit47
    @susanfit47 Рік тому

    Late NES releases (post-Super NES releases, so 1991-1994) such as Smash TV, Talking Super Jeopardy!, Captain Planet and the Planeteers, Where's Waldo?, Gun Nac, Rockin' Kats, Monster Truck Rally, Magic Darts, Trog!, Bo Jackson Baseball, Wolverine, Robin Hood: Prince of Thieves, Roger Clemens' MVP Baseball, American Gladiators, Where in Time is Carmen Sandiego?, Pirates!, Darkman, L'Empereur, Eliminator Boat Duel, Home Alone, Sesame Street: A-B-C/1-2-3, Star Wars, Snow Brothers, Vice: Project Doom, Wurm: Journey to the Center of the Earth, Space Shuttle Project, Uncharted Waters, The Bard's Tale,Advenutres of Lolo 3, TaleSpin, Tiny Toon Adventures, Barbie, The Simpsons: Bart Vs. the World, The Simpsons: Bartman Meets Radioactive Man, Captain America and the Avengers, Shatterhand, Treasure Master, Tecmo Super Bowl, The Flintstones: The Rescue of Dino & Hoppy, Batman: Return of the Joker, Golf Grand Slam, Super Spy Hunter, Nightshade, Kick Master, Wheel of Fortune Featuring Vanna White, Attack of the Killer Tomatoes, Die Hard, Rampart, Monster in My Pocket, Cyberball, Bucky O'Hare, Cowboy Kid, Dragon Fighter, The Addams Family, Legends of the Diamond, Mega Man 4, Mega Man 5, Sesame Street: Countdown, M.C. Kids, Terminator 2: Judgment Day, Star Trek: 25th Anniversary, Teenage Mutant Ninja Turtles III: The Manhattan Project, Godzilla 2: War of the Monsters, Hudson Hawk, Sword Master, G.I. Joe: A Real American Hero - The Atlantis Factor, Dragon Warrior III, Dragon Warrior IV, The Empire Strikes Back, Wizards & Warriors III: Korus - Visions of Power, Fisher-Price: Firehouse Rescue, Ghoul School, T&C Surf Designs 2: Thrilla's Safari, Paperboy 2, The Mutant Virus: Crisis in a Computer World, Hook, F-15 Strike Eagle, Motor City Patrol, Toxic Crusaders, Advanced Dungeous and Dragons: Pool of Radiance and DragonStrike, Ultimate Air Combat, Race America, Wizardry II: The Knight of Diamonds, Hatris, Wacky Races, Roundball: 2-on-2 Challenge, Gemfire, King's Quest V, Power Punch II, Darkwing Duck, Ferrari Grand Prix Challenge, Yoshi, Day Dreamin' Davey, The Blue Marlin, Baseball Stars 2, Greg Norman's Golf Power, Defenders of Dynatron City, Capcom's Gold Medal Challenge '92, Danny Sullivan's Indy Heat, RoboCop 3, Might & Magic: Secret of the Inner Sanctum, Krusty's Fun House, The Blues Brothers, Contra Force, Tecmo Cup Soccer Game, Tecmo NBA Basketball, Adventure Island III, Felix the Cat, the Classic Series re-releases of Metroid, Punch-Out!!, The Legend of Zelda, and Zelda II: The Adventure of Link, the Konami Classics Series re-release of Blades of Steel, Stanley: The Search for Dr. Livingston, WWF WrestleMania: Steel Cage Challenge, Crash 'n the Boys: Street Challenge, Little Samson, Panic Restuarant, Legend of the Ghost Lion, Swamp Thing, Power Blade 2, Gargoyle's Quest II, Home Alone 2: Lost in New York, Goal! Two, James Bond Jr., Spider-Man: Return of the Sinister Six, Widget, George Foreman's KO Boxing, Prince of Persia, Best of the Best: Championship Karate, The Jetsons: Cogswell's Caper!, The Great Waldo Search, The Adventures of Rocky and Bullwinkle and Friends, R.C. Pro-Am II, Joe & Mac, Caesars Palace, Tiny Toon Adventures Cartoon Workshop, F-117A Stealth Fighter, The Young Indiana Jones Chronicles, The Terminator, Lemmings, Overlord, Batman Returns, Break Time: The National Pool Tour, Ultima: Warriors of Destiny, Advanced Dungeons & Dragons: Hillsfar, Bomberman II, Fire 'n Ice, Alien 3, Zen: Intergalactic Ninja, Mickey's Safari in Letterland, Lethal Weapon, Bases Loaded 4, Tiny Toon Adventures 2: Trouble in Wackyland, Casino Kid II, Rollerblade Racer, Kid Klown in Night Major World, Kirby's Adventure, The Untouchables (1993 re-release with blue label, version 2, was modified to coincide with the TV show adaptation of The Untouchables movie), DuckTales 2, Cool World, Yoshi's Cookie, Jurassic Park, Battletoads & Double Dragon: The Ultimate Team, Mighty Final Fight, Color a Dinosaur!, Bubble Bobble Part 2, The Addams Family: Puglsey's Scavenger Hunt, Mario is Missing!, The Incredible Crash Dummies, Battleship, Bram Stoker's Dracula, Star Trek: The Next Generation, Tetris 2, Nigel Mansell's World Championship Racing, Championship Pool, Last Action Hero, Cliffhanger, Jimmy Connors Tennis, The Ren & Stimpy Show: Buckeroo$!, Wayne's World, WWF King of the King, Pro Sport Hockey, Pac-Man (Namco Hometek version), Ms. Pac-Man (Namco Hometek version), Indiana Jones and the Last Crusade (Ubi Soft version), Chip 'n Dale Rescue Rangers 2, Alfred Chicken, Bonk's Adventure, Chip 'n Dale Rescue Rangers 2, Teenage Mutant Ninja Turtles: Tournament Fighters, Zoda's Revenge: StarTropics II, Mega Man 6, Mickey's Adventures in Numberland, Mario's Time Machine, The Incredible Crash Dummies, The Jungle Book, The Flintstones: The Surprise at Dinosaur Peak!, and Wario's Woods.

  • @bobbysmith36
    @bobbysmith36 2 роки тому +2

    The game back in the day (as the kids say.) That impressed me was ninja gaiden. Although to be fare, over the years I realized it was probably mostly art design. However still awesome, not to mention the music is easily one of the best.

  • @__-bm5zj
    @__-bm5zj 2 роки тому

    The sprites are behind it because there is a setting to place sprites behind the background, but in front of the background color (black). Once they are above the platform, that bit is cleared and they return to foreground. Thats why they are in big black holes, so they aren't covered

  • @nicholas3354
    @nicholas3354 2 роки тому

    If I understand this right, the sprites move smoothly behind the elevator because there is no elevator, there is just an elevator being drawn, and so above and below the elevator are drawn as if there is no elevator at all.

  • @ChaossX77
    @ChaossX77 9 місяців тому

    3:15 This looks especially good when compared to the Genesis version. I remember reading the back of the box and it hooked me with all the helper chips on it. They hyped it up perfectly.

  • @nicholaswidlewski8876
    @nicholaswidlewski8876 2 роки тому +2

    Manhattan Project was the one that pushed the NES way past its comfort point. There are certain levels where they shoe horn more foot soldiers on-screen than normal, and holy hell, you can almost hear that poor console having a stroke lol

  • @federicolite
    @federicolite 2 роки тому +1

    would love to hear about Totally Rad, that was my NES best looking game first level has 5 layer prallax scrolling and the bosses where huge,

  • @KasranFox
    @KasranFox 2 роки тому

    holy cow, that RECCA background is insane. i'm REALLY curious how that works

  • @BollingHolt
    @BollingHolt Рік тому

    5:47 To paraphrase Weird Al, "My 'tiles' never spin, to the contrary, you'll find that they're quite stationary."

  • @Halbared
    @Halbared 2 роки тому +1

    I had batman, loved it, but never knew about Return of the JOker at the time, I think I would have loved that as well.
    Crisis Force looks brilliant! A crying shame it was Japan only. And wow, the next shooter looks darn good as well.
    At least you called the Nes, 'Nes' once! :p
    Anyway, great vid.

  • @Renegaiden_
    @Renegaiden_ 2 роки тому

    @Sharopolis Sorry sir, I'm gonna gave to correct you there at 22:22
    Shinobu Yagawa did code Recca, but then went onto code the legendary arcade shooter, Battle Garegga, which was developed by former Compile devs, Raizing and Co-developed by 8ing. He did his work with them long before he coded a few games for Cave. Ibara and Pink Sweets are the 2 that I know of.

  • @pixelsncreatures
    @pixelsncreatures 2 роки тому +1

    I remember when I got Batman RoftJ I was showing all my friends how great it looked. After that in the years that passed, I rarely ran into anyone else who played it

  • @johnmorey720
    @johnmorey720 2 роки тому +2

    What amazed me the most about Recca was that there was no slowdown.

  • @ChicagoRetroGamer
    @ChicagoRetroGamer 2 роки тому +1

    Oh man, Return of the Joker and Crisis Force were awesome games I didn't play until much later. Great video, and cheers to Friday!

  • @23GreyFox
    @23GreyFox Рік тому

    For me the 90's and up to mid 2000's is the most exciting time in Gaming. Especially the PS1 and PS2 era.
    I don't know what it was but 1998 was the year when games suddenly, and in general, started to look really impressive on the PS1 and with extreme short loading time.
    LAPD Futuer Cop, Medi Evil, Final Fantasy VIII, Crash Team Racing, Gran Turismo 2, just to name a few.

  • @diegocrusius
    @diegocrusius 2 роки тому

    I cannot confirm this, but the enemy sprites disappearing behind the elevator could have to do with sprite priorities changing exatly where the scanline reaches the elevator and then switching back to its original number. The grenades then would have a higher priority staying in front of screen all the time.

  • @GeeksOfRage1
    @GeeksOfRage1 2 роки тому +1

    Idk if you are going to go over some other games like this. But gradius 1&2 were pretty intense for the nes. Crystalis was another that popped in my head, great games to!

  • @rapidpig
    @rapidpig 2 роки тому

    Thanks for this, fascinating - the craftt and devilry. I wonder how much of this stemmed from the development of Mario 3, with it's hothoused development? Bravo also for doing a vid of any kind that pushes the limits of your knowledge!

  • @nocturnalag7695
    @nocturnalag7695 2 роки тому +3

    Needs sword master. That blew me away in 92.

    • @blastproces
      @blastproces 2 роки тому

      That’s definitely one of the best nes games my mind throws up. There is a lot of bad games in the library some 50 per cent in my opinion

  • @williamruiz5965
    @williamruiz5965 2 роки тому +4

    Thanks for the video!

  • @OllieTaylorOfficial
    @OllieTaylorOfficial 2 роки тому

    Great vid. Fascinating! What's the music at around 14 mins btw?

  • @ultralowspekken
    @ultralowspekken 2 роки тому

    I recently discovered Vampire / Master of Darkness on the Master System and I was stunned at how good it looks with its limited 8-bit palette, to the point I sent a picture to a friend and asked them which console they thought it was running on, to which they guessed wrong.
    I'm so glad the UA-cam algorithm sometimes pinpoints these details

    • @blastproces
      @blastproces 2 роки тому +1

      Class game. It’s better than a nes could do but weaker than a genesis it’s kinda like 12 bit lol

  • @harrihaffi2713
    @harrihaffi2713 2 роки тому

    Pretty cool! Helps me with my search for the best looking 8-bit game.

  • @panutalus
    @panutalus 2 роки тому

    The reason why Crisis Force never saw NES release was because it uses Konami's custom chip "VRC4" which allows it's graphical performances. On the NES side, Nintendo had very strict policy that they never allowed third party components in order to "retain quality control" which means, Konami either had to downgrade the entire game to fit Nintendo first party chips with less memory etc. or if the game would suffer too much from downgrading like I suspect in this case, not release it at all. It also requires resources and funds to reprogram entire game for separate NES release. This same fate also happened to Gradius 2. Contra and Salamander (Life force) were good examples of Konami games using originally Konami's custom chips but were downgraded for NES release.
    Ironically, RECCA doesn't use custom chips at all. If I recall correctly, it uses MMC3 like Super Mario Bros 3.

  • @CrimsonFox36
    @CrimsonFox36 2 роки тому

    4:38
    also, look at those fire effects

  • @judewestburner
    @judewestburner 2 роки тому +6

    The master system had some amazing abilities. When I saw two games, Sonic and Robocod, I was amazed

    • @noop9k
      @noop9k 2 роки тому +4

      Master System is certainly more powerful than the NES with early cartridge hardware. But less powerful than the NES with later mappers.
      In any case Z80 is a better CPU too.

  • @TriathlonMatt
    @TriathlonMatt 2 роки тому

    Thanks for another great video. Just had a blast on Crisis Force and really enjoyed it 👍

    • @Sharopolis
      @Sharopolis  2 роки тому +2

      Good to hear. Crisis force is amazing if you're a shooter fan.

  • @pattrell5257
    @pattrell5257 3 дні тому

    Amazingly, today, some emuelators have filters that allow you to get there if you play around with them enough. I've done it in the past. They allow any game to go from the old look we remember into a 16 bit look...But, I thought Pac-Mania was 16-bit looking NES game.

  • @linkthehero8431
    @linkthehero8431 2 роки тому

    As a science nerd, awesome choice using hypothesis instead of theory (which most people misuse) at 6:30.

  • @mattpierce5009
    @mattpierce5009 2 роки тому +2

    me, before the video: okay another youtuber gonna exaggerate but whatever i'll watch
    me about 15mins in: subscribed

  • @petes.9111
    @petes.9111 2 роки тому

    These videos are great, well researched!