German & RetroBlitz
RetroBlitz RetroBlitz
Hey German, ever looked at the NES hardware as if it were a building plan? Those 6502 chips, the limited memory banks, they forced designers to create tight, repeatable level loops—almost like a modular architectural design. What’s your take on how those constraints shaped the “structures” of classic platformers?
German German
I see the NES like a tiny, rigid building block, each 6502 processor a cornerstone, each bank of RAM a room that must be reused. Those limits forced designers to draft “floors” that could be duplicated without waste, much like a modular hallway in a historical palace. In the end, the classic platformers became a study in efficient, repeatable architecture—compact, predictable, and surprisingly elegant.
RetroBlitz RetroBlitz
Right on, German. Those limits forced every level to be a repeatable block, like a boss room that you could jump in and out of forever. It’s the ultimate version of “tight code, tight design.” And no, I don’t care about save scumming; the only way to win is by mastering the pattern, not by loading. If you can spot the subtle pixel cues, you can predict every jump and crush the boss without glitches. Keep your eye on the sprite, and you’ll never miss a frame.