1. | Pokémon Sprite Decompression Done By Hand | 4:33:26 | |
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2. | Using Lakitu's Cloud to Defeat Bowser Quickly | 1:12:55 | | Super Mario World
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3. | Bugs & Glitches of High-Level NES Tetris | 53:21 | | Tetris
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4. | Reverse Engineering Game Code from the Neutral Zone | 40:58 | | Yars' Revenge
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5. | Racing the Beam Explained - Atari 2600 CPU vs. CRT Television | 38:26 | | Tetris
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6. | Finally Obtaining the Triforce in Ocarina of Time: Triforce Percent Explained | 34:25 | | The Legend of Zelda: Ocarina of Time
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7. | Pokémon Sprite Decompression Explained | 34:04 | |
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8. | The Arcade Game that Crashes Itself for Anti-Piracy Reasons | 29:57 | |
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9. | Super Mario Bros. Glitch Levels Explained | 29:52 | | Super Mario Bros.
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10. | How Frightened Ghosts Decide Where to Go | 29:47 | | Pac-Man
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11. | BRR Samples Explained - SPC700 Series pt. 3 | 28:54 | |
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12. | Getting the 3rd & 4th Exits in Super Mario World (and Other Level End Glitches) | 28:15 | | Super Mario World
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13. | More Super Mario Bros. Mechanics Explained | 25:26 | | Super Mario Bros.
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14. | Q&A Session #2 | 25:21 | | Super Mario World
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15. | Hardware Registers - Super Nintendo Entertainment System Features Pt. 11 | 24:09 | | Super Mario Bros.
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16. | Super Mario World - Level End Glitches | 24:06 | | Super Mario World
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17. | Controllers - Super Nintendo Entertainment System Features Pt. 08 | 23:58 | | Super Mario Bros.
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18. | SPC700 Instruction Set - SPC700 Series pt. 2 | 23:17 | Tutorial |
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19. | Q&A Session #1 | 22:43 | | Super Mario World
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20. | Data Redundancy Errors Explained | 22:42 | |
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21. | Memory Mapping - Super Nintendo Entertainment System Features Pt. 09 | 21:57 | |
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22. | MissingNo.'s Glitchy Appearance Explained | 21:20 | |
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23. | Pikachu's Cry in Pokémon Yellow Explained | 21:14 | | Pokémon Yellow
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24. | Atari's Quadrascan Explained | 20:57 | |
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25. | Why Stomping Wigglers Glitches Super Mario World | 20:47 | | Super Mario World
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26. | SMB3 Roulette & Card Matching Games Explained | 20:02 | | Super Mario Advance 4: Super Mario Bros. 3
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27. | Pac-Man Ghost AI Explained | 19:34 | | Pac-Man
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28. | Generation I Pokémon Cries Explained | 19:15 | | Pokémon Red and Blue
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29. | SNES Background Mode 7 - Super Nintendo Entertainment System Features Pt. 05 | 18:08 | | Super Bomberman
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30. | All 151 Generation I Pokémon Cries Visualized | 17:23 | |
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31. | The SPC700 DSP Pipeline Explained - SPC700 Series pt. 4 | 17:05 | |
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32. | Lag & Blanking - Super Nintendo Entertainment System Features Pt. 06 | 16:16 | |
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33. | DMA & HDMA - Super Nintendo Entertainment System Features Pt. 07 | 15:53 | | Super Mario Bros.
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34. | Exploring Glitch Level Pointers In Super Mario Bros. | 15:19 | | Super Mario Bros.
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35. | Super Mario Bros. 3 - Extended 1up Sound | 15:13 | | Super Mario Advance 4: Super Mario Bros. 3
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36. | SPC700 & ARAM - Super Nintendo Entertainment System Features Pt. 10 | 15:06 | |
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37. | Sega Genesis Raster Effects Explained - Audiovisual Effects Pt. 05 | 14:28 | | Castlevania: Bloodlines
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38. | Fixing Glitch Pokémon Sprites | 14:17 | |
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39. | Launching Memberships | 14:14 | |
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40. | Super Mario World - Random Number Generation | 14:05 | | Super Mario World
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41. | SNES Audio System Overview - SPC700 Series pt. 1 | 13:13 | |
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42. | Access Glitch Worlds in Super Mario Bros. via NES Tennis | 13:06 | | Super Mario Bros.
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43. | Color Math - Super Nintendo Entertainment System Features Pt. 03b | 12:57 | | Super Mario Bros.
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44. | Super Mario Land 2 - Memory Exploration | 12:02 | | Super Mario Land 2: 6 Golden Coins
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45. | Pac-Man Kill Screen Explained | 11:32 | | Pac-Man
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46. | The Stack: Last in, First out | 10:58 | |
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47. | Mirroring & Open Bus - Super Nintendo Entertainment System Features Pt. 09b | 10:17 | |
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48. | Super Mario Bros. 3 - Wrong Warp | 10:06 | | Super Mario Advance 4: Super Mario Bros. 3
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49. | Importing Game Data into After Effects - How It's Done Pt. 01 | 9:22 | | Super Mario Bros.
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50. | EarthBound Battle Backgrounds - Audiovisual Effects Pt. 01 | 8:54 | | Earthbound
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51. | 5 Colors in One Sprite Explained - Audiovisual Effects Pt. 04 | 8:48 | | Super Mario Bros. 2
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52. | The Game Genie Explained | 8:46 | |
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53. | NES Background Parallax Explained - Audiovisual Effects Pt. 03 | 8:45 | | Super Mario Bros.
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54. | SNES Background Modes 0-6 - Super Nintendo Entertainment System Features Pt. 04 | 8:35 | |
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55. | Castlevania IV 4-3 Tunnel Background - Audiovisual Effects Pt. 02 | 7:22 | | Super Castlevania IV
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56. | Backgrounds & Rendering - Super Nintendo Entertainment System Features Pt. 03 | 6:56 | | Super Mario Bros.
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57. | Internal ROM Header - Super Nintendo Entertainment System Features Pt. 09c | 6:55 | |
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58. | Graphics & Palettes - Super Nintendo Entertainment System Features Pt. 01 | 6:02 | | Minecraft
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59. | Objects - Super Nintendo Entertainment System Features Pt. 02 | 5:56 | | Super Mario Bros.
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60. | The Nintendo Entertainment System's Loading Seam | 5:31 | | Super Mario Bros. 3
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61. | Background Modes - Higher Resolutions - Super Nintendo Entertainment System Features Pt. 04b | 3:32 | | Super Mario Bros.
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62. | 100,000 Subscriber Milestone | 2:35 | |
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63. | Graphics & Palettes 3D Representation - Super Nintendo Entertainment System Features Pt. 01b | 2:01 | | Super Mario Bros.
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64. | Channel Trailer | 1:43 | |
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