Genius graphical tricks in classic games - Your questions answered! | White_Pointer Gaming
71K views · Jun 13, 2025 · Gaming
Comments · 279
@minirop · 1 year ago
I always love how "how did they did it?" is often "pre-rendered tiles".<br>I've been doing some NES and SNES disassembly the past few months and they have many tricks to store the data in the ROMs.
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@Dinosaur_News_Center · 1 year ago
This channel and Sharopolis's channel is exactly the kind if channels I was desperately looking for after Digital Foundry gave up on doing more DF Retro videos. <br><br>It's crazy to see these cool effects were made and only lasts a few seconds. That's dedication.
37
@lauson1ex · 1 year ago
A bit more clarification on the James Pond boss stretching: at each line interrupt, the plane is moved down by one pixel, which makes that same line being drawn again, done several times depending on the target scale, giving the stretchy effect. This is also how perspective is achieved on the SNES' Mode 7 games like F-Zero and Mario Kart, as Mode 7 2D matrix transforms can only do translation, rotation, scalling and shin distortion, but not perspective rotation; after each line interrupt, the Mode 7 plane is scaled up to give it perspective.
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@jackmcslay · 1 year ago
Speaking of Treasure, McDonald's Treasure Land Adventure shows treasure flexing their programming muscles the moment you turn on the game with the treasure logo animation, title screen and then the password screen easter egg
5
@coltonriffle2310 · 1 year ago
In McDonald's Treasure Land Adventure for Sega Genesis/Mega Drive:<br>- the 3D rotating Treasure cube logo<br>- the spinning letters in the word Treasure that seem to fall away from the camera<br>- the waving treasure map on the title screen<br><br>If I didn't know better, I'd probably mistake those last two for Mode 7 effects.
6
@InfoManiac742 · 1 year ago
I recently replayed Castlevania: Rondo of Blood, and was very surprised to notice that the system apparently only has support for one background layer. The whole game is filled with tons of parallax scrolling that makes it seem like there's definitely two background layers max, with raster splits and lots of sprites used to sell the illusion (as well as modifying the tile data in some places: Level 6 is a good example).<br><br>The Werewolf boss fight is a really cool example, where the game loads two versions of the boss room into the tilemap. One of them has the moon and trees in the background baked into the tilemap itself, while the other doesn't. The tilemap without the moon is used solely during the screen transition into the room, where it's made out of sprites for parallax scrolling. Then, once the transition's done, the game seamlessly swaps to the version with the moon as part of the background tilemap (probably to save on sprites).
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@thesupermario.2001 · 1 month ago
Yahoo! It's nice seeing digestible explanations for graphical tricks in classic games! Keep up the good work, man!
1
@Darxide23 · 1 year ago
I get happy every time I see Eternal Champions. I loved that game so much. Probably the best original non-arcade fighting game ever put on consoles.
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@GregorDuckman · 1 year ago
The sting chameleon effect is nearly identical to the stealth from Predator. In that case, two nearly identical shots were filmed, one tracking the guy in a green-screen suit, and the other without the guy at all but with a distorted lens. The distorted footage was keyed in against the suit, just as the rippling background was keyed in where chameleon's sprite was blacked out. Cool!
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@IkesDaddelbox · 1 year ago
I actually paused the video for each question and tried to guess the techniques. The fact I got them all right shows how much I've learned from your videos.
2
@tycoinreno · 1 year ago
<a href="https://www.youtube.com/watch?v=mtZ_vVCVtNc&t=380">6:20</a> TL;DR: Employees at Treasure paid attention to their trigonometry lessons in school ;)
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@rodrigogirao8344 · 1 year ago
Phelios on the Genesis has a visually impressive moment. After beating the sub-boss on stage 2, the stained glass on the floor shatters and you fly into the hole. It really looks like the whole background is being scaled.
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