NES ROM - geeky tidbits
There’s a lot to love about old Nintendo games, one of the geeky aspects that’s really fascinating is how developers back then made use of the small amount of memory they had to work with. Here are some interesting tricks they did to pack more into their games. Like the 8-bit music of these masterpieces that limitation only lead to more creativity!
The bushes and clouds are the same spites in the original SMB.
You’ve probably heard this one, but it’s true. take a look here: http://elrincondeleo.files.wordpress.com/2009/12/super-mario-bros.jpg Oh the mushrooms and goombas are pretty close too. You might also find it interesting that though the levels are relatively large, they are stored in very little space - because instead of thinking of every square and pixle of the map, the only thing that’s saved is a list of level objects, their coordinates, and their length. That’s why rows of coins and bricks are common.
RPGs often lumped floors, dungeons, towns, and buildings together in one map.
RPGs often stored their maps in a more traditional sense. (Like a list of sprites and locations: tree, tree, water, water, tree, etc) So they had to do other things to make the most of the low amount of storage. In games that had dungeons a lot of times these were put together in one overworld-sized map but spread apart far enough that you wouldn’t (normally) see the tips of other parts of the dungeon. A really awesome example of packing dungeons together can be seen in the original Legend of Zelda: http://www.theginblog.com/wp-content/uploads/2008/01/zeldaquilt.jpg and here’s the second quest: http://www.theginblog.com/wp-content/uploads/2008/01/zeldadungeonspelling.jpg
Sometimes, it was worth being inefficient.
Sometimes to get the WOW factor, games would throw in an really “expensive” bit of multimedia to wow players. For example, the musical “SE-GA” in the original Sonic (see here: http://tinyurl.com/2duey26) And in Sonic 3 there was even a quick FMV! Graphics alone take up some space, check out this neat visualization of SMB3’s actual bits… http://i.imgur.com/PG1fq.gif
But wait! There’s more!
There are many, many creative examples of how developers squeezed the most content into games. Everything from the creative re-use of sprites, to pallet swapping, to primitive compression… it’s pretty amazing really!


The new connector solved all of the problems I was experiencing with my NES. Remember, if you’re pins are not making a good solid connection, everything from screen flicker, to some graphics showing up garbled to scratchy music can occur. This made games play flawlessly for me, just like they used to - success on the first try - no flickers and glicthes.