The Making of: ROM City Rampage (Retro City Rampage)
VblankEntertainment4 HN recommenders · recommended in 4 months, 2014-2022
399K views · 13 years ago · talk · evergreen
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.
Recommended as a fascinating look at fitting a modern game into NES constraints.
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8 comments from Hacker News
The closest to a real and official demake by a company itself is probably ROM City Rampage, a version of Retro City Rampage for the NES. Here's a video going through the process: ▶ this video
If you like this, you should also check out the work around Retro City Rampage. RCR is a GTA1 clone for multiple platforms from a few years back, but the developer also made a real NES ROM of it. Here's a great talk about that process: ▶ this video (I'm not related to the project, but it's one of the few games I've 100% completed because it was just so good)
Retro City Rampage for NES did something similar (32KB program ROM, 256KB graphics ROM), but the author also developed a High Level Assembler so you he could write structured code more directly: ▶ this video
There's also a fascinating video of him getting the core of the game to run on NES spec constraints (think 8-bit CPU, 10KB of RAM): ▶ this video (~11 mins) It offers insight into how old-school game developers worked within the limitations of the hardware they designed for.
In a similar vein, this video covers ROM City Rampage, which is the NES prototype of Retro City Rampage: ▶ this video
Here's a fun video on how a modern 8-bit style game was ported to actually run on an NES. ▶ this video You would probably enjoy the book Racing the Beam link For a collection of (mostly consumer-oriented) behind-the-scenes material, check out link Or, if you want to get really technical link
High-level assemblers can greatly reduce the tedium of programming for older systems. Just a small amount of structure -- loops, conditionals, symbolic definitions -- improves assembly immensely. Here's one dev's experiences making a GTA-like game for the NES, using his own high level assembler: ▶ this video Here's one for CHIP8: link
It's hard not to look back at the past with rose-colored glasses, but in the case of the NES, there were so many low-quality games out there that it's easy to remember how bad some of them were even back then. I know I wasn't the only kid who would shell out $2 or $3 and rent a game for the weekend, only to find out that the game was flat-out terrible. Sure, there were a lot of good games back then that are still fun to play now (Super Mario Brothers, Contra, etc), but going back and playing a random game in an emulator really drives home the fact of how big of a bomb most of the games were. That said, who hasn't been interested in how NES games worked or how they were programmed? There's a great video on Youtube about converting ROM city Rampage over to run on the NES ▶ this video