We measured pop music’s falsetto obsession

This is a chart that has never been seen before. This one hasn’t either nor has this one. None of these have. That because I made them, along with Matt here. My name is Matt Daniels and I’m a journalist at the Pudding, which is a publication for visually led storytelling. Well, mainly Matt made […]

Graphics & Palettes 3D Representation – Super Nintendo Entertainment System Features Pt. 01b

This is a short follow up to the video about Super NES graphics. If you haven’t watched that video yet, go do so now–there’s a link in the video description. In that video I tried describing bitplanes by using a 2-dimensional representation of the graphic in question, and splitting the bits apart in the order […]

Mirroring & Open Bus – Super Nintendo Entertainment System Features Pt. 09b

In the main video of part 9, it was explained that memory regions such as ROM and RAM were mirrored across the address space. This addendum will go into more detail on why mirroring exists. While useful in the context of Super Nintendo CPU address space mapping, mirroring is common in other architectures as well. […]

The Nintendo Entertainment System’s Loading Seam

If you’ve played Super Mario Bros. 3 anytime within the last couple decades, you’ve probably noticed the right side of the screen looks a bit odd. Why is this? And why do other games like Super Mario Bros. 1 and 2 not have this issue? The NES’s picture processing unit has room for four nametables, […]

Lag & Blanking – Super Nintendo Entertainment System Features Pt. 06

This video is part 6 in a series about Super Nintendo Entertainment System features. In this episode we’ll take a slight detour and look at the mechanics of the old Cathode Ray Tube monitor; specifically, the scanning electron beam. Understanding how it works will make it more clear what lag frames are and how and […]

Graphics & Palettes 3D Representation – Super Nintendo Entertainment System Features Pt. 01b

This is a short follow up to the video about Super NES graphics. If you haven’t watched that video yet, go do so now–there’s a link in the video description. In that video I tried describing bitplanes by using a 2-dimensional representation of the graphic in question, and splitting the bits apart in the order […]

How this border transformed a subcontinent | India & Pakistan

This is the Golden Temple. People come here from all over the world to bathe in its waters, to look at the Holy Book that is inside of this middle Golden Temple and to just experience the holiness of this place. This place is the epicenter of Sikhism. It sits right here in northern India […]

Adults Play Dance Dance Revolution (Adults React: Retro Gaming)

♪ (old-school video game music) ♪ – (Katie) So today you’ll be playing this. – DDR. – Oh god. – Dance Dance Revolution. – Yes. – I’ve never done Dance Dance Revolution. I’ve always heard about it. – Oh my god! This is my shit! – There was a moment in Myspace where everyone had […]

Controllers – Super Nintendo Entertainment System Features Pt. 08

This video is part 8 in a series about Super Nintendo Entertainment System features. First we’ll look at the controller interface the SNES provides, and look at what it expects from any input devices plugged into it. Then, four examples of input devices will be examined: the normal Joypad, the SNES Mouse, the Multitap, and […]

DMA & HDMA – Super Nintendo Entertainment System Features Pt. 07

This video is part 7 in a series about Super Nintendo Entertainment System features. This time we’ll learn how the processor communicates with external memories such as OAM, VRAM, and CGRAM. This will lead into Direct Memory Access, DMA, and eventually H-Blank DMA. Some of the devices the processor communicates with in addition to main […]