1. | Pac-Man Kill Screen Explained | 2,134,281 | | Pac-Man
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2. | Pac-Man Ghost AI Explained | 1,287,823 | | Pac-Man
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3. | MissingNo.'s Glitchy Appearance Explained | 897,247 | |
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4. | Super Mario Bros. 3 - Wrong Warp | 810,573 | | Super Mario Advance 4: Super Mario Bros. 3
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5. | The Nintendo Entertainment System's Loading Seam | 810,209 | | Super Mario Bros. 3
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6. | Reverse Engineering Game Code from the Neutral Zone | 800,435 | | Yars' Revenge
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7. | Access Glitch Worlds in Super Mario Bros. via NES Tennis | 695,310 | | Super Mario Bros.
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8. | Super Mario World - Level End Glitches | 665,656 | | Super Mario World
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9. | Generation I Pokémon Cries Explained | 648,355 | | Pokémon Red and Blue
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10. | Super Mario Bros. 3 - Extended 1up Sound | 643,934 | | Super Mario Advance 4: Super Mario Bros. 3
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11. | Pikachu's Cry in Pokémon Yellow Explained | 599,969 | | Pokémon Yellow
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12. | Why Stomping Wigglers Glitches Super Mario World | 559,189 | | Super Mario World
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13. | SMB3 Roulette & Card Matching Games Explained | 439,140 | | Super Mario Advance 4: Super Mario Bros. 3
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14. | Using Lakitu's Cloud to Defeat Bowser Quickly | 404,763 | | Super Mario World
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15. | The Arcade Game that Crashes Itself for Anti-Piracy Reasons | 399,983 | |
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16. | Super Mario World - Random Number Generation | 354,999 | | Super Mario World
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17. | Super Mario Bros. Glitch Levels Explained | 321,753 | | Super Mario Bros.
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18. | Super Mario Land 2 - Memory Exploration | 305,361 | | Super Mario Land 2: 6 Golden Coins
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19. | The Game Genie Explained | 299,420 | |
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20. | Bugs & Glitches of High-Level NES Tetris | 290,895 | | Tetris
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21. | How Frightened Ghosts Decide Where to Go | 290,032 | | Pac-Man
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22. | Fixing Glitch Pokémon Sprites | 279,383 | |
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23. | 5 Colors in One Sprite Explained - Audiovisual Effects Pt. 04 | 264,330 | | Super Mario Bros. 2
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24. | Graphics & Palettes - Super Nintendo Entertainment System Features Pt. 01 | 263,948 | | Minecraft
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25. | Getting the 3rd & 4th Exits in Super Mario World (and Other Level End Glitches) | 246,524 | | Super Mario World
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26. | Pokémon Sprite Decompression Explained | 244,143 | |
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27. | Data Redundancy Errors Explained | 242,329 | |
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28. | SNES Background Mode 7 - Super Nintendo Entertainment System Features Pt. 05 | 234,555 | | Super Bomberman
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29. | Finally Obtaining the Triforce in Ocarina of Time: Triforce Percent Explained | 224,282 | | The Legend of Zelda: Ocarina of Time
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30. | Racing the Beam Explained - Atari 2600 CPU vs. CRT Television | 218,075 | | Tetris
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31. | Exploring Glitch Level Pointers In Super Mario Bros. | 203,924 | | Super Mario Bros.
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32. | EarthBound Battle Backgrounds - Audiovisual Effects Pt. 01 | 191,984 | | Earthbound
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33. | Lag & Blanking - Super Nintendo Entertainment System Features Pt. 06 | 185,236 | |
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34. | More Super Mario Bros. Mechanics Explained | 167,269 | | Super Mario Bros.
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35. | Atari's Quadrascan Explained | 166,204 | |
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36. | How Super Mario Bros. 2 Builds Levels | 158,416 | | Super Mario Bros. 2
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37. | Objects - Super Nintendo Entertainment System Features Pt. 02 | 147,854 | | Super Mario Bros.
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38. | Controllers - Super Nintendo Entertainment System Features Pt. 08 | 143,060 | | Super Mario Bros.
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39. | SNES Background Modes 0-6 - Super Nintendo Entertainment System Features Pt. 04 | 136,446 | |
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40. | NES Background Parallax Explained - Audiovisual Effects Pt. 03 | 135,553 | | Super Mario Bros.
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41. | Backgrounds & Rendering - Super Nintendo Entertainment System Features Pt. 03 | 124,601 | | Super Mario Bros.
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42. | DMA & HDMA - Super Nintendo Entertainment System Features Pt. 07 | 117,052 | | Super Mario Bros.
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43. | Random Elements of Ms. Pac-Man | 110,877 | | Ms. Pac-Man
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44. | Graphics & Palettes 3D Representation - Super Nintendo Entertainment System Features Pt. 01b | 97,120 | | Super Mario Bros.
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45. | Why were Inky and Sue's AI not updated for Ms. Pac-Man? | 96,796 | | Ms. Pac-Man
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46. | The Stack: Last in, First out | 95,380 | |
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47. | Color Math - Super Nintendo Entertainment System Features Pt. 03b | 92,349 | | Super Mario Bros.
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48. | Memory Mapping - Super Nintendo Entertainment System Features Pt. 09 | 92,090 | |
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49. | Clearing World 1 of Mario 2 Without Defeating A Single Boss | 90,736 | | Super Mario Bros. 2
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50. | Background Modes - Higher Resolutions - Super Nintendo Entertainment System Features Pt. 04b | 85,432 | | Super Mario Bros.
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51. | All 151 Generation I Pokémon Cries Visualized | 78,509 | |
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52. | SPC700 & ARAM - Super Nintendo Entertainment System Features Pt. 10 | 66,830 | |
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53. | Pokémon Sprite Decompression Done By Hand | 66,256 | |
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54. | Castlevania IV 4-3 Tunnel Background - Audiovisual Effects Pt. 02 | 63,242 | | Super Castlevania IV
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55. | SNES Audio System Overview - SPC700 Series pt. 1 | 57,729 | |
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56. | Q&A Session #2 | 55,099 | | Super Mario World
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57. | Sega Genesis Raster Effects Explained - Audiovisual Effects Pt. 05 | 51,512 | | Castlevania: Bloodlines
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58. | Mirroring & Open Bus - Super Nintendo Entertainment System Features Pt. 09b | 48,292 | |
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59. | Internal ROM Header - Super Nintendo Entertainment System Features Pt. 09c | 44,799 | |
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60. | Importing Game Data into After Effects - How It's Done Pt. 01 | 44,588 | | Super Mario Bros.
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61. | Hardware Registers - Super Nintendo Entertainment System Features Pt. 11 | 44,186 | | Super Mario Bros.
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62. | BRR Samples Explained - SPC700 Series pt. 3 | 42,709 | |
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63. | Q&A Session #1 | 42,206 | | Super Mario World
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64. | SPC700 Instruction Set - SPC700 Series pt. 2 | 32,244 | Tutorial |
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65. | The SPC700 DSP Pipeline Explained - SPC700 Series pt. 4 | 28,775 | |
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66. | Channel Trailer | 24,100 | |
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67. | 100,000 Subscriber Milestone | 13,692 | |
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68. | Launching Memberships | 12,204 | |
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