1. | MissingNo.'s Glitchy Appearance Explained | 2,144 | |
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2. | Pac-Man Kill Screen Explained | 1,549 | | Pac-Man
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3. | Pac-Man Ghost AI Explained | 1,532 | | Pac-Man
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4. | Super Mario Bros. 3 - Extended 1up Sound | 1,470 | | Super Mario Advance 4: Super Mario Bros. 3
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5. | Generation I Pokémon Cries Explained | 1,419 | | Pokémon Red and Blue
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6. | Pikachu's Cry in Pokémon Yellow Explained | 1,394 | | Pokémon Yellow
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7. | Super Mario Bros. 3 - Wrong Warp | 1,100 | | Super Mario Advance 4: Super Mario Bros. 3
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8. | SMB3 Roulette & Card Matching Games Explained | 1,000 | | Super Mario Advance 4: Super Mario Bros. 3
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9. | Super Mario World - Level End Glitches | 991 | | Super Mario World
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10. | Fixing Glitch Pokémon Sprites | 954 | |
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11. | Racing the Beam Explained - Atari 2600 CPU vs. CRT Television | 952 | | Tetris
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12. | The Nintendo Entertainment System's Loading Seam | 861 | | Super Mario Bros. 3
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13. | Super Mario Land 2 - Memory Exploration | 825 | | Super Mario Land 2: 6 Golden Coins
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14. | Access Glitch Worlds in Super Mario Bros. via NES Tennis | 730 | | Super Mario Bros.
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15. | Finally Obtaining the Triforce in Ocarina of Time: Triforce Percent Explained | 649 | | The Legend of Zelda: Ocarina of Time
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16. | Reverse Engineering Game Code from the Neutral Zone | 594 | | Yars' Revenge
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17. | SNES Background Mode 7 - Super Nintendo Entertainment System Features Pt. 05 | 590 | | Super Bomberman
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18. | Atari's Quadrascan Explained | 558 | |
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19. | Super Mario World - Random Number Generation | 553 | | Super Mario World
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20. | The Arcade Game that Crashes Itself for Anti-Piracy Reasons | 549 | |
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21. | Why Stomping Wigglers Glitches Super Mario World | 536 | | Super Mario World
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22. | EarthBound Battle Backgrounds - Audiovisual Effects Pt. 01 | 535 | | Earthbound
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23. | Using Lakitu's Cloud to Defeat Bowser Quickly | 535 | | Super Mario World
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24. | Pokémon Sprite Decompression Explained | 525 | |
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25. | Bugs & Glitches of High-Level NES Tetris | 525 | | Tetris
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26. | 100,000 Subscriber Milestone | 483 | |
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27. | How Frightened Ghosts Decide Where to Go | 481 | | Pac-Man
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28. | Data Redundancy Errors Explained | 479 | |
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29. | The Game Genie Explained | 451 | |
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30. | Lag & Blanking - Super Nintendo Entertainment System Features Pt. 06 | 451 | |
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31. | 5 Colors in One Sprite Explained - Audiovisual Effects Pt. 04 | 440 | | Super Mario Bros. 2
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32. | Super Mario Bros. Glitch Levels Explained | 369 | | Super Mario Bros.
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33. | NES Background Parallax Explained - Audiovisual Effects Pt. 03 | 341 | | Super Mario Bros.
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34. | The Stack: Last in, First out | 320 | |
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35. | DMA & HDMA - Super Nintendo Entertainment System Features Pt. 07 | 305 | | Super Mario Bros.
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36. | Getting the 3rd & 4th Exits in Super Mario World (and Other Level End Glitches) | 299 | | Super Mario World
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37. | Exploring Glitch Level Pointers In Super Mario Bros. | 290 | | Super Mario Bros.
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38. | Random Elements of Ms. Pac-Man | 289 | | Ms. Pac-Man
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39. | Graphics & Palettes - Super Nintendo Entertainment System Features Pt. 01 | 286 | | Minecraft
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40. | Controllers - Super Nintendo Entertainment System Features Pt. 08 | 284 | | Super Mario Bros.
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41. | SPC700 & ARAM - Super Nintendo Entertainment System Features Pt. 10 | 280 | |
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42. | Memory Mapping - Super Nintendo Entertainment System Features Pt. 09 | 271 | |
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43. | SNES Audio System Overview - SPC700 Series pt. 1 | 266 | |
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44. | SNES Background Modes 0-6 - Super Nintendo Entertainment System Features Pt. 04 | 247 | |
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45. | Castlevania IV 4-3 Tunnel Background - Audiovisual Effects Pt. 02 | 237 | | Super Castlevania IV
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46. | Color Math - Super Nintendo Entertainment System Features Pt. 03b | 235 | | Super Mario Bros.
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47. | Q&A Session #1 | 209 | | Super Mario World
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48. | All 151 Generation I Pokémon Cries Visualized | 202 | |
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49. | BRR Samples Explained - SPC700 Series pt. 3 | 197 | |
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50. | More Super Mario Bros. Mechanics Explained | 189 | | Super Mario Bros.
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51. | Pokémon Sprite Decompression Done By Hand | 183 | |
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52. | Importing Game Data into After Effects - How It's Done Pt. 01 | 180 | | Super Mario Bros.
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53. | Q&A Session #2 | 179 | | Super Mario World
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54. | Mirroring & Open Bus - Super Nintendo Entertainment System Features Pt. 09b | 179 | |
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55. | SPC700 Instruction Set - SPC700 Series pt. 2 | 177 | Tutorial |
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56. | Sega Genesis Raster Effects Explained - Audiovisual Effects Pt. 05 | 176 | | Castlevania: Bloodlines
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57. | Hardware Registers - Super Nintendo Entertainment System Features Pt. 11 | 165 | | Super Mario Bros.
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58. | Objects - Super Nintendo Entertainment System Features Pt. 02 | 165 | | Super Mario Bros.
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59. | Backgrounds & Rendering - Super Nintendo Entertainment System Features Pt. 03 | 131 | | Super Mario Bros.
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60. | Background Modes - Higher Resolutions - Super Nintendo Entertainment System Features Pt. 04b | 129 | | Super Mario Bros.
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61. | Internal ROM Header - Super Nintendo Entertainment System Features Pt. 09c | 107 | |
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62. | The SPC700 DSP Pipeline Explained - SPC700 Series pt. 4 | 106 | |
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63. | Launching Memberships | 106 | |
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64. | Graphics & Palettes 3D Representation - Super Nintendo Entertainment System Features Pt. 01b | 84 | | Super Mario Bros.
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65. | Channel Trailer | 38 | |
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66. | Clearing World 1 of Mario 2 Without Defeating A Single Boss | 0 | | Super Mario Bros. 2
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67. | How Super Mario Bros. 2 Builds Levels | 0 | | Super Mario Bros. 2
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68. | Why were Inky and Sue's AI not updated for Ms. Pac-Man? | 0 | | Ms. Pac-Man
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