How "oldschool" graphics worked Part 1 - Commodore and NintendoAtari's Quadrascan ExplainedCGA Graphics - Not as bad as you thought!How Prince of Persia Defeated Apple II's Memory Limitations | War Stories | Ars Technica12 videos · 6 hr 14 min
Playlists

Cheating the Hardware

Curated by Claude · 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.

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  1. 1
    Video frame: How "oldschool" graphics worked Part 1 - Commodore and Nintendo7:08

    How "oldschool" graphics worked Part 1 - Commodore and Nintendo

    The 8-Bit Guy · Picked by 4 · 2015–2019

    A seven-minute primer on sprites, attribute grids and palettes that gives you the vocabulary for everything after it.

  2. 2
    Video frame: Atari's Quadrascan Explained20:57

    Atari's Quadrascan Explained

    Retro Game Mechanics Explained · Picked by 3 · 2021–2026

    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.

  3. 3
    Video frame: CGA Graphics - Not as bad as you thought!11:27

    CGA Graphics - Not as bad as you thought!

    The 8-Bit Guy · Picked by 6 · 2016–2024

    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.

  4. 4
    Video frame: How Prince of Persia Defeated Apple II's Memory Limitations | War Stories | Ars Technica20:49

    How Prince of Persia Defeated Apple II's Memory Limitations | War Stories | Ars Technica

    Ars Technica · Picked by 5 · 2020–2026

    Jordan Mechner on rotoscoped animation and memory tricks on a dying platform, which HN calls essential viewing for game history.

  5. 5
    Video frame: 8 Bit & '8 Bitish' Graphics-Outside the Box1:25:34

    8 Bit & '8 Bitish' Graphics-Outside the Box

    GDC Festival of Gaming · Picked by 13 · 2018–2026

    The highest-scored video in game history on HN: LucasArts artist Mark Ferrari animating whole scenes with nothing but palette cycling.

  6. 6
    Video frame: The Ultimate Game Boy Talk (33c3)1:01:07

    The Ultimate Game Boy Talk (33c3)

    media.ccc.de · Picked by 10 · 2017–2026

    Michael Steil explains nearly the whole handheld in an hour, and HN tells would-be emulator authors to watch it first.

  7. 7
    Video frame: HandmadeCon 2016 - History of Software Texture Mapping in Games1:22:13

    HandmadeCon 2016 - History of Software Texture Mapping in Games

    Molly Rocket · Picked by 2 · 2021–2022

    Hecker, Barrett and others tell the oral history of how 90s PCs drew textured 3D with no GPU, a rarely watched first-hand account.

  8. 8
    Video frame: Why does PUNCHING Sonic 3D trigger a Secret Level Select?3:05

    Why does PUNCHING Sonic 3D trigger a Secret Level Select?

    Coding Secrets · Picked by 2 · 2021–2023

    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.

  9. 9
    Video frame: How Crash Bandicoot Hacked The Original Playstation | War Stories | Ars Technica31:37

    How Crash Bandicoot Hacked The Original Playstation | War Stories | Ars Technica

    Ars Technica · Picked by 13 · 2020–2026

    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.

  10. 10
    Video frame: Fast Inverse Square Root — A Quake III Algorithm20:08

    Fast Inverse Square Root — A Quake III Algorithm

    Nemean · Picked by 3 · 2021–2022

    The most famous single trick of the era, 0x5f3759df, explained clearly enough that HN commenters say it finally made sense.

  11. 11
    Video frame: FIXING the ENTIRE SM64 Source Code (INSANE N64 performance)18:20

    FIXING the ENTIRE SM64 Source Code (INSANE N64 performance)

    Kaze Emanuar · Picked by 7 · 2022–2025

    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.

  12. 12
    Video frame: How we fit an NES game into 40 Kilobytes12:04

    How we fit an NES game into 40 Kilobytes

    Morphcat Games · Picked by 6 · 2019–2026

    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.