postmortem
10:20Dev Deletes Entire Production Database, Chaos Ensues
3.6M views • 3 years ago
Kevin Fang
Kevin Fang comically retells GitLab's 2017 incident in which an engineer deleted the production database, based on the company's postmortems. It walks through the confusion and failed backups.
Topic match · Cloud, DevOps & reliability
15:38Juice it or lose it - a talk by Martin Jonasson & Petri Purho
616K views • 14 years ago
grapefrukt
Martin Jonasson and Petri Purho take a bland Breakout clone and add layer after layer of 'juice' such as easing, particles, screen shake and sound until it feels alive. A live demo makes the effect of small feedback details obvious.
Topic match · Game design
19:10Velocity NY 2013: Richard Cook, "Resilience In Complex Adaptive Systems"
47K views • 13 years ago
O'Reilly
Richard Cook's short Velocity 2013 talk on resilience in complex adaptive systems, arguing systems operate near the edge of failure and that the surprise is how rarely they fail. He presents a model of how pressures push systems toward failure boundaries.
Topic match · Cloud, DevOps & reliability
16:18Computer program that learns to play classic NES games
2.2M views • 13 years ago
suckerpinch
Tom7 explains and demos software that learns to play NES games by finding score patterns in memory and then searching for inputs that raise it. It is the video companion to his SIGBOVIK paper.
Topic match · Game history & retro gaming
6:31SNES Code Injection -- Flappy Bird in SMW
3M views • 10 years ago
SethBling
SethBling uses Super Mario World glitches to inject and run Flappy Bird code on an unmodified SNES, entering it purely with controller inputs. It was the first time a human completed this kind of exploit by hand.
Topic match · Game history & retro gaming
18:20FIXING the ENTIRE SM64 Source Code (INSANE N64 performance)
3.2M views • 4 years ago
Kaze Emanuar
Kaze Emanuar explains how he rewrote and optimized the Super Mario 64 source code so it runs far faster on real N64 hardware. He covers performance bottlenecks and fixes in detail for his ROM hacks.
Topic match · Game history & retro gaming
12:04How we fit an NES game into 40 Kilobytes
3.7M views • 8 years ago
Morphcat Games
Morphcat Games explains how they fit Micro Mages, a full-featured NES game, into 40 kilobytes. It covers compression of sprites and level layouts and other space-saving tricks.
Topic match · Game history & retro gaming
7:39Propaganda Games: Sesame Credit - The True Danger of Gamification - Extra Credits
2M views • 10 years ago
Extra Credits
An Extra Credits episode on China's Sesame Credit, which gamifies obedient citizenship through a social score. It covers how the system rewards conformity and pressures people through their friends' behavior.
Topic match · Game design
5:09MC Frontalot - It Is Pitch Dark
1.2M views • 19 years ago
MC Frontalot
MC Frontalot's nerdcore rap about the text adventure Zork, made for Jason Scott's Get Lamp documentary and featuring a cameo by Steve Meretzky. It was filmed over an evening in a basement.
Topic match · Game history & retro gaming
12:02Nintendo - Putting Play First
997K views • 9 years ago
Game Maker's Toolkit
Game Maker's Toolkit examines Nintendo's design approach of starting from a core play mechanic, making it fun, and building around it. Examples include Mario's jump and Luigi's Mansion's vacuum.
Topic match · Game design
14:37Doomed: The Embers of Amiga FPS
558K views • 12 years ago
Ahoy
A documentary by Stuart Brown (XboxAhoy) on the history of first-person shooters on the Amiga and how Doom's arrival affected the platform.
Topic match · Game history & retro gaming
10:45The Making of: ROM City Rampage (Retro City Rampage)
399K views • 13 years ago
VblankEntertainment
Making-of video about ROM City Rampage, the NES version of Retro City Rampage, covering how the game's core was crunched to run on real 8-bit hardware and how NES games are made.
Topic match · Game history & retro gaming
7:45[TAS] Pokémon Yellow - Arbitrary Code Execution
598K views • 9 years ago
MrWint
A tool-assisted speedrun of Pokemon Yellow by MrWint that uses arbitrary code execution to push Game Boy hardware to its limits. Through crafted inputs it injects code and ends up running other programs, such as Tetris, inside the game.
Topic match · Game history & retro gaming
15:39introducing copyparty, the FOSS file server
613K views • 1 year ago
tripflag
The author of copyparty introduces the FOSS file server he has built over five years, demoing its features such as resumable uploads, WebDAV and deduplication. The video itself is shown running on a demo server.
Topic match · Cloud, DevOps & reliability
8:24TiTAN - Overdrive 2 (RGB 50fps) - SEGA Mega Drive - Revision 2017 (1st Place)
305K views • 9 years ago
Oerg866
Overdrive 2 by TiTAN, a Sega Mega Drive demo that won first place in the Oldskool competition at Revision 2017. It shows effects and 3D graphics on the stock console.
Topic match · Game history & retro gaming
7:24How Gamers Killed Ultima Online's Virtual Ecology | War Stories | Ars Technica
3.2M views • 8 years ago
Ars Technica
An Ars Technica War Stories episode in which Richard Garriott and Starr Long describe Ultima Online's planned virtual ecology and how players wrecked it. Players slaughtered the animals and also broke the in-game economy.
Topic match · Game design
13:14Did Nintendo really forget to Optimize Super Mario 64 ? | MVG
1.3M views • 6 years ago
Modern Vintage Gamer
Modern Vintage Gamer examines the claim from the Super Mario 64 decompilation project that the game shipped unoptimized, and puts it in the context of 1996 N64 development.
Topic match · Game history & retro gaming
14:05TUN: Un-Ruining the MMO
291K views • 13 years ago
MrBtongue
MrBtongue argues that modern theme-park MMOs lost what made earlier sandbox online games compelling, and that MMOs could be saved by returning to sandbox design.
Topic match · Game design
9:50Alpha Centauri Quotes: Intro and Tech's 0-24
56K views • 18 years ago
uvwar
Audio clips of the intro and technology quotes from the 1999 strategy game Sid Meier's Alpha Centauri, in male and female voices, covering techs 0 through 24.
Topic match · Game history & retro gaming
19:49Let’s go whaling: Tricks for monetising mobile game players with free-to-play
757K views • 10 years ago
PocketGamerbiz
A 2016 conference talk by a mobile game CEO on the tricks of free-to-play monetization, including player profiles and how to target high-spending whales.
Topic match · Game design
19:53Sequelitis - Mega Man Classic vs. Mega Man X
15.7M views • 15 years ago
Egoraptor
Egoraptor's Sequelitis compares Mega Man Classic and Mega Man X, analyzing how the games teach players through level design without explicit tutorials. It mixes comedy with design analysis.
Topic match · Game design
14:32Orbital Data Centers Yes or No
18K views • 1 year ago
Eager Space
Eager Space examines the practicality of putting data centers in orbit, walking through three scenarios with cost calculations and the launch cost reductions that would be required.
Topic match · Cloud, DevOps & reliability
7:08How "oldschool" graphics worked Part 1 - Commodore and Nintendo
5.7M views • 11 years ago
The 8-Bit Guy
The 8-Bit Guy explains the color limitations of 1980s computers and consoles such as the NES and Commodore 64. It shows how sprites, attributes and palettes shaped the look of old games.
Topic match · Game history & retro gaming
9:01Super Mario World -- Credits Warp in 5:59.6 (First Time Ever on Console)
4.3M views • 11 years ago
SethBling
SethBling performs the first credits warp in Super Mario World on a real SNES console, a glitch that plays the ending without beating Bowser. The run relies on pixel-perfect positioning and tools such as a helper ROM hack.
Topic match · Game history & retro gaming
5:10Super Mario World Ending Theme sight-read by Tom Brier
8.1M views • 15 years ago
Keeper1st
Pianist Tom Brier sight-reads a piano arrangement of the Super Mario World ending theme, working from a first-draft score by Keeper1st. He takes some liberties with the score as he plays.
Topic match · Game history & retro gaming
13:44The Story of Another World on the Amiga | MVG
350K views • 4 years ago
Modern Vintage Gamer
Modern Vintage Gamer explains how Eric Chahi built Another World on the Amiga 500, using 2D polygons, rotoscoping and clever techniques to run well on a stock 7MHz machine.
Topic match · Game history & retro gaming
11:17[Highlight] StarCraft Remastered Rant
453K views • 9 years ago
Day9TV
Day9 gives a passionate first look at what his StarCraft: Brood War Remastered series will teach. He argues Brood War is primarily a real-time game and only secondarily a strategy game, making the commander fantasy a matter of mechanics.
Topic match · Game design
8:59Zarch (1987) Gameplay for BBC Acorn Archimedes High Quality
40K views • 13 years ago
Phoenix Risen
Gameplay footage of Zarch, the 1987 3D Defender-like game by David Braben for the Acorn Archimedes. It shows the 256-colour 3D landscape where you stop landers spreading a virus.
Topic match · Game history & retro gaming
10:18How Localizing Return of the Obra Dinn Nearly Sunk the Game | War Stories | Ars Technica
317K views • 7 years ago
Ars Technica
Lucas Pope, creator of Return of the Obra Dinn, explains in Ars Technica's War Stories how localizing the game's logbook nearly sank the project.
Topic match · Game design
5:01How a Laser-Shot Disk Defeats Hackers & Pirates (Coding Secrets)
132K views • 8 years ago
GameHut
An episode of Coding Secrets by Jon Burton on retro copy protection, in particular physically damaging a disk with a laser so copies fail. It explains how this defeated hackers and pirates.
Topic match · Game history & retro gaming
13:03How Command & Conquer: Tiberian Sun Solved Pathfinding | War Stories | Ars Technica
1.2M views • 7 years ago
Ars Technica
Westwood Studios co-founder Louis Castle talks about how pathfinding was solved in Command & Conquer: Tiberian Sun, in an Ars Technica War Stories episode. It also touches on other challenges in Westwood's RTS games.
Topic match · Game history & retro gaming
8:51How I implemented MegaTextures on real Nintendo 64 hardware
398K views • 3 years ago
James Lambert
James Lambert demos a MegaTexture-style technique running on real Nintendo 64 hardware, built for an N64Brew game jam. It streams high-resolution textures onto stained-glass scenes on the console.
Topic match · Game history & retro gaming
9:35Hetzner shows Special AM5 Board with 90° Rotated Socket
44K views • 3 years ago
der8auer EN
Der8auer tours Hetzner's test lab and shows a custom AM5 server motherboard with the CPU socket rotated 90 degrees, built for rack airflow in their AX52 servers.
Topic match · Cloud, DevOps & reliability
6:26Games Should Not Cost $60 Anymore - Inflation, Microtransactions, and Publishing - Extra Credits
678K views • 8 years ago
Extra Credits
Extra Credits explains from a game developer's perspective why AAA games have stayed at $60 despite inflation, and how that pressure drives DLC, microtransactions and loot boxes.
Topic match · Game design
12:40Tomb Raider on the Nintendo Game Boy Advance is incredible | MVG
906K views • 4 years ago
Modern Vintage Gamer
Modern Vintage Gamer looks at OpenLara, an open source Tomb Raider engine, running on the Game Boy Advance. The video explains how the port achieves playable speeds on the GBA's slow ARM CPU, with input from the developer XProger.
Topic match · Game history & retro gaming
16:37Does It Make Sense To Put Data Centers In Space? Can They Really Cost Less To Operate?
502K views • 2 years ago
Scott Manley
Scott Manley analyzes the idea of putting data centers in orbit, prompted by Lumen Orbit's funding. He examines the claimed advantage of constant solar power against launch cost, cooling and mass.
Topic match · Cloud, DevOps & reliability
4:01Positive Affirmations for Site Reliability Engineers
645K views • 2 years ago
KRAZAM
A KRAZAM comedy sketch in which a character recites reassuring affirmations to site reliability engineers, satirizing on-call and outage culture.
Topic match · Cloud, DevOps & reliability
6:58The Skinner Box - How Games Condition People to Play More - Extra Credits
1.2M views • 14 years ago
Extra Credits
An Extra Credits episode on how games use Skinner box operant conditioning and reward schedules to keep players playing and spending. It argues for more immersive design mechanics than simple reward loops.
Topic match · Game design
11:55Super Mario World Credits Warp Explained
638K views • 11 years ago
Frieze
A speedrunner-made explanation of the Super Mario World credits warp, an arbitrary code execution glitch that jumps the game straight to the ending. It simplifies the underlying assembly and memory behavior with animations so non-experts can follow.
Topic match · Game history & retro gaming
5:22The future of Linux Containers
138K views • 13 years ago
dotcloudtv
Solomon Hykes shows Docker to the public for the first time in a five-minute lightning talk at PyCon 2013. It demos Linux containers and the simplicity of a Dockerfile.
Topic match · Cloud, DevOps & reliability