1. | MissingNo.'s Glitchy Appearance Explained | 39,353 | |
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2. | Pac-Man Ghost AI Explained | 37,494 | | Pac-Man
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3. | Generation I Pokémon Cries Explained | 28,671 | | Pokémon Red and Blue
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4. | Pac-Man Kill Screen Explained | 25,408 | | Pac-Man
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5. | The Nintendo Entertainment System's Loading Seam | 25,379 | | Super Mario Bros. 3
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6. | Super Mario Bros. 3 - Extended 1up Sound | 24,188 | | Super Mario Advance 4: Super Mario Bros. 3
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7. | Pikachu's Cry in Pokémon Yellow Explained | 18,323 | | Pokémon Yellow
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8. | Super Mario World - Level End Glitches | 16,463 | | Super Mario World
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9. | Reverse Engineering Game Code from the Neutral Zone | 24,854 | | Yars' Revenge
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10. | Why Stomping Wigglers Glitches Super Mario World | 21,367 | | Super Mario World
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11. | Access Glitch Worlds in Super Mario Bros. via NES Tennis | 21,182 | | Super Mario Bros.
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12. | 5 Colors in One Sprite Explained - Audiovisual Effects Pt. 04 | 13,234 | | Super Mario Bros. 2
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13. | SMB3 Roulette & Card Matching Games Explained | 16,429 | | Super Mario Advance 4: Super Mario Bros. 3
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14. | Data Redundancy Errors Explained | 11,797 | |
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15. | EarthBound Battle Backgrounds - Audiovisual Effects Pt. 01 | 11,762 | | Earthbound
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16. | Fixing Glitch Pokémon Sprites | 11,636 | |
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17. | Super Mario Land 2 - Memory Exploration | 11,536 | | Super Mario Land 2: 6 Golden Coins
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18. | Atari's Quadrascan Explained | 8,923 | |
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19. | Pokémon Sprite Decompression Explained | 8,896 | |
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20. | Super Mario World - Random Number Generation | 8,881 | | Super Mario World
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21. | Finally Obtaining the Triforce in Ocarina of Time: Triforce Percent Explained | 9,599 | | The Legend of Zelda: Ocarina of Time
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22. | Racing the Beam Explained - Atari 2600 CPU vs. CRT Television | 8,571 | | Tetris
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23. | The Arcade Game that Crashes Itself for Anti-Piracy Reasons | 11,915 | |
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24. | How Frightened Ghosts Decide Where to Go | 12,183 | | Pac-Man
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25. | The Game Genie Explained | 8,069 | |
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26. | Graphics & Palettes - Super Nintendo Entertainment System Features Pt. 01 | 8,046 | | Minecraft
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27. | NES Background Parallax Explained - Audiovisual Effects Pt. 03 | 7,857 | | Super Mario Bros.
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28. | SNES Background Mode 7 - Super Nintendo Entertainment System Features Pt. 05 | 7,310 | | Super Bomberman
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29. | Getting the 3rd & 4th Exits in Super Mario World (and Other Level End Glitches) | 7,830 | | Super Mario World
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30. | Bugs & Glitches of High-Level NES Tetris | 9,415 | | Tetris
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31. | Using Lakitu's Cloud to Defeat Bowser Quickly | 10,287 | | Super Mario World
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32. | Super Mario Bros. Glitch Levels Explained | 10,286 | | Super Mario Bros.
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33. | Exploring Glitch Level Pointers In Super Mario Bros. | 8,741 | | Super Mario Bros.
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34. | Lag & Blanking - Super Nintendo Entertainment System Features Pt. 06 | 6,036 | |
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35. | Objects - Super Nintendo Entertainment System Features Pt. 02 | 4,608 | | Super Mario Bros.
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36. | More Super Mario Bros. Mechanics Explained | 6,040 | | Super Mario Bros.
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37. | Controllers - Super Nintendo Entertainment System Features Pt. 08 | 4,200 | | Super Mario Bros.
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38. | Backgrounds & Rendering - Super Nintendo Entertainment System Features Pt. 03 | 4,011 | | Super Mario Bros.
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39. | SNES Background Modes 0-6 - Super Nintendo Entertainment System Features Pt. 04 | 3,904 | |
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40. | The Stack: Last in, First out | 3,721 | |
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41. | SNES Audio System Overview - SPC700 Series pt. 1 | 3,628 | |
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42. | DMA & HDMA - Super Nintendo Entertainment System Features Pt. 07 | 3,585 | | Super Mario Bros.
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43. | Castlevania IV 4-3 Tunnel Background - Audiovisual Effects Pt. 02 | 3,553 | | Super Castlevania IV
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44. | Color Math - Super Nintendo Entertainment System Features Pt. 03b | 3,490 | | Super Mario Bros.
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45. | Memory Mapping - Super Nintendo Entertainment System Features Pt. 09 | 3,103 | |
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46. | Importing Game Data into After Effects - How It's Done Pt. 01 | 2,889 | | Super Mario Bros.
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47. | Pokémon Sprite Decompression Done By Hand | 2,787 | |
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48. | Sega Genesis Raster Effects Explained - Audiovisual Effects Pt. 05 | 2,766 | | Castlevania: Bloodlines
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49. | SPC700 & ARAM - Super Nintendo Entertainment System Features Pt. 10 | 2,609 | |
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50. | All 151 Generation I Pokémon Cries Visualized | 2,522 | |
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51. | Graphics & Palettes 3D Representation - Super Nintendo Entertainment System Features Pt. 01b | 2,426 | | Super Mario Bros.
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52. | Background Modes - Higher Resolutions - Super Nintendo Entertainment System Features Pt. 04b | 2,295 | | Super Mario Bros.
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53. | Q&A Session #2 | 2,129 | | Super Mario World
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54. | Q&A Session #1 | 2,002 | | Super Mario World
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55. | Mirroring & Open Bus - Super Nintendo Entertainment System Features Pt. 09b | 2,001 | |
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56. | Hardware Registers - Super Nintendo Entertainment System Features Pt. 11 | 1,847 | | Super Mario Bros.
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57. | BRR Samples Explained - SPC700 Series pt. 3 | 1,958 | |
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58. | Internal ROM Header - Super Nintendo Entertainment System Features Pt. 09c | 1,746 | |
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59. | SPC700 Instruction Set - SPC700 Series pt. 2 | 1,567 | Tutorial |
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60. | 100,000 Subscriber Milestone | 1,271 | |
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61. | The SPC700 DSP Pipeline Explained - SPC700 Series pt. 4 | 1,370 | |
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62. | Channel Trailer | 738 | |
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63. | Launching Memberships | 804 | |
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64. | Super Mario Bros. 3 - Wrong Warp | 0 | | Super Mario Advance 4: Super Mario Bros. 3
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