Best Game history & retro gaming Videos
「Game history & retro gaming」下面有106部被不同的人、在不同月份推荐过的视频。挑的时候先看对象:入门1部,适合还没学过的人;进阶23部,适合已经懂术语的人;普通向78部,按兴趣就能看;更硬的4部,留给想看推导或细节的人。这一类数量最多的是演示,所以它们的共同点是先看到做成了什么,再决定要不要追细节。常出现的频道包括GDC Festival of Gaming、Ars Technica、Ahoy。目录给这个主题划的范围是:Game history: arcade, Atari, NES, early PC games, Doom and Quake development, console history, retro gaming preservation, classic game postmortems, hardware of old consoles.如果只看三部,就从《8 Bit & '8 Bitish' Graphics-Outside the Box》开始,它负责把问题讲出画面;然后看《Reverse emulating the NES to give it SUPER POWERS!》,换一种讲法或例子;最后看《The Ultimate Game Boy Talk (33c3)》,留给已经有基础的人。页面按每页24部切开,顺序看的是被推荐跨越了多少个月,不是播放量。每条标题下面那一句是这部片子自己的内容说明,用来区分它在讲定义、过程、演示还是观点。点进去能看到推荐原话、原文链接和适合谁看。看的时候把强烈推荐当成有人明确叫你去看,把引用当成只是拿来举例,把批评留下来对照,不要把每条评论都当成同一力度。

Super Mario World Credits Warp Explained
A speedrunner-made explanation of the Super Mario World credits warp, an arbitrary code execution glitch that jumps the game straight to the ending.

Finding the BEST sine function for Nintendo 64
Kaze Emanuar searches for the best sine approximation for the Nintendo 64, comparing the lookup tables in Mario 64 and Ocarina of Time with polynomial alternatives.

HandmadeCon 2016 - History of Software Texture Mapping in Games
A HandmadeCon 2016 panel where Chris Hecker, John Miles, Sean Barrett and Chris Green give an oral history of software texture mapping in 90s games.

[TAS] [Obsoleted] GBC Pokémon: Yellow Version "arbitrary code execution" by Fracta[...] in 03:14.15
A tool-assisted speedrun of Pokemon Yellow on Game Boy Color that uses glitches and frame-precise inputs to make the game execute an arbitrary program.

The Early Days of id Software
John Romero's 2016 GDC Europe talk recounts the early days of id Software and the programming principles behind Doom and Quake, including fast iteration and keeping the game bootable.

Tengen: Atari Games vs. Nintendo
Gaming Historian recounts how Atari subsidiary Tengen challenged Nintendo's licensing rules with a lawsuit and unlicensed NES games, including the lockout chip fight.

Sid Meier's Alpha Centauri Secret Project: The Planetary Datalinks
The secret project cutscene for The Planetary Datalinks from Sid Meier's Alpha Centauri, featuring a quote about free information flow as the safeguard against tyranny.

Longplay: The Incredible Machine (1993) [MS-DOS]
A two-hour complete longplay of the 1993 MS-DOS puzzle game The Incredible Machine, in which players assemble Rube Goldberg contraptions to complete simple tasks.

The History of 3D Graphics on the Gameboy Advance | minimme
minimme traces the timeline of 3D graphics engines on the Game Boy Advance, from early experiments to commercial 3D games, covering techniques such as voxel rendering.

Chris Crawford Dragon Speech "I Had a Dream"
Chris Crawford's 'Dragon Speech' from the first Game Developers Conference, in which he reflects on his dream for game design as an art form.

The step-by-step, mechanical logic of old pinball machines
Technology Connections takes apart the step-by-step electromechanical logic of a 1970s pinball machine.

Dark Castle (1986) - Original Macintosh Version!
Gameplay footage of the original 1986 Macintosh version of Dark Castle by Silicon Beach Software.

The Story of Super Mario Bros. 3
A Gaming Historian documentary on the creation of Super Mario Bros.

The weeCee: A Tiny New MS-DOS & Windows Gaming PC!
LGR reviews the weeCee, a tiny mini PC that boots MS-DOS and Windows from a microSD card.

Quake done Quick - Quake done Quickest
A 11:29 complete speedrun of Quake on Nightmare difficulty by the Quake done Quick team, assembled from separately recorded runs refined since 1996.

Design Club - Super Mario Bros: Level 1-1 - How Super Mario Mastered Level Design
A Design Club episode that analyzes how Super Mario Bros.

New NES Tetris Technique: Faster Than Hypertapping!
aGameScout explains rolling, the third major NES Tetris playstyle, in which players tap the back of the controller to move pieces faster than hypertapping.

Exposing FRAUD And DECEPTION In The Retro Video Game Market
Karl Jobst investigates the retro video game bubble, examining who caused it, who profits, and how graders and auction houses like Wata Games and Heritage inflate prices.

Sonic behind waterfall - RetroArch shader comparison
A one-minute demo comparing RetroArch shaders on the Sonic the Hedgehog waterfall, where Sega Genesis dithering creates a transparency effect.

Ben Heck's Nintendo-Playstation Prototype Pt 1 Teardown
A Ben Heck Show episode tearing down the Nintendo PlayStation prototype, one of the rarest consoles ever, with its owners Terry and Dan Diebold.

Why PlayStation 1 Graphics Warped and Wobbled so much | MVG
Modern Vintage Gamer explains why PlayStation 1 graphics warped and jittered, comparing it with the Nintendo 64.

The Secret of Monkey Island (Intro) (PC Speaker theme)
The Secret of Monkey Island intro theme played through the internal PC speaker.

Super Mario Bros 3 PC Prototype from id Software
A short clip of the Super Mario Bros 3 proof-of-concept PC port built by id Software's founders to pitch Nintendo on a PC version.

Halo - Macworld Unveiling
Footage of Bungie's Jason Jones revealing Halo to the public at Macworld on July 21, 1999.