How we fit an NES game into 40 Kilobytes
Video Statistics and Information
Channel: Morphcat Games
Views: 2,852,176
Rating: undefined out of 5
Keywords: Micro Mages, NES, NROM, Making of, optimization, space saving techniques, 40 kB, Pixel Art, Retro, 8-bit, homebrew, 6502, assembler
Id: ZWQ0591PAxM
Channel Id: undefined
Length: 12min 4sec (724 seconds)
Published: Wed Sep 05 2018
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.
Excellent and well-edited overview! The attention to detail and the cleverness of each technique is astounding to me.
Comparison: Sonic 1 on the Sega Master System is 256 KB. 40 KB is a really, really tiny amount of space for a platform game, so I'm super impressed with this.
Now this is software craftsmanship.
This is what I thought I would be doing with my degree in Computer Science.
Instead i'm writing automation scrips for the telecom industry :(
The video editing deserves its own accolades. It's incredibly time consuming to make great video, and I can't imagine how many hours that they spent on producing such a polished video, specifically, breaking apart the sprites for explanation.
Mayhem in Monsterland is slightly larger but is an insane display of technical prowess on the even more primitive C64.
I saw it, It was interesting. As a wannabe gamedev I learned a lot. A huge thanks to them. q
Still better than some js website has> 5MB for landing page
I wonder...if modern triple A games employed the same level of creative optimization, how small would they be? I know its likely not practical but what are the theoretical limits?