DisplacedGamers

NES Ghosts ‘n Goblins, 60 fps, and Micronics’ Bloated Sprite Engine – Behind the Code

Can we run Ghosts ‘n Goblins on the NES at 60 fps? Yes! …Kinda? It’s complicated. Micronics was responsible for developing several games on the NES, and their results were a bit messy at times. Let’s dive into what Micronics did to update NES graphics between video output frames and also figure out why the […]

DisplacedGamers

The Wacky Frame Rate and Game Engine of Dr. Jekyll and Mr. Hyde (NES) – Behind the Code: Leveled Up

While I was working on the previous episode of Behind the Code and researching Jekyll’s walking speed in Dr. Jekyll and Mr. Hyde for the NES, I noticed that the frame rate was rather odd. Turns out it is REALLY odd. If you’ve played the game, you may have noticed that the speed is inconsistent. […]

DisplacedGamers

The Bad Jump Design and 30 FPS Gravity of TMNT (NES) – Behind the Code

It is the summer of TMNT, and here is another Behind the Code video for the first entry on the NES. This video focuses on the application of gravity with respect to frame rate for jumping in the game and also breaks down the frame timing for making the three types of jumps – short, […]