HackerTubewatch
Surprise me
Frame from How we fit an NES game into 40 Kilobytes Plays via YouTube's privacy-enhanced embed

How we fit an NES game into 40 Kilobytes

Morphcat Games
Talks
YouTube
6 HN users recommended this talk6 months2019–2026 score 7
Years with an HN recommendation, 2007–2026

HN points to it whenever discussion turns to how old games were so small, as a clear tour of 8-bit optimization and creative work under hardware limits.

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.

“Here is my favorite video about 8-bit era optimisations. Makes you appreciate games from this era even more.” (HN, 2023)

2 strong recommendations · 5 recommendations · 3 citations · Talks · intermediate

10 Hacker News comments

From the HN archive; up to 20 kept per video, favoring different commenters. Recommendations first.

@splch Nov 2021 Strongly recommends
on HN thread Ask HN: How were video games from the 90s so efficient?
I love this video: [this video] As part of a Kickerstarter campaign, Morphcat Games made this video explaining how they eked out a really incredible game with only 40 Kb (a lot like Super Mario Bros 2). I definitely recommend checking this out as they go over interesting compression methods and more general thought processes.
Morphcat explains compression methods and thought process behind a 40KB NES game
@arnaudsm Nov 2023 Strongly recommends
on HN thread Street Fighter II, subtile accurate animation (2021)
Here is my favorite video about 8-bit era optimisations. Makes you appreciate games from this era even more. This arcane magic survived in the demoscene to this day. [this video]
8-bit era optimisation tricks that deepen appreciation of old games
@MrFoof Oct 2019 Recommends
on HN thread Super Mario Bros. game was just 31 Kilobytes. How's that possible?
Very much agree with the parent. If you want a better idea on how you can cram everything into 40KB — using every trick in the book, including ones not considered 30+ years ago — take a look at a how a recently released NES game (Micro Mages) managed it. Their primary design constrain was that they restricted themselves to 40KB, despite wanting to do far more than the games that were done in 40KB back in the 80s. [this video]
How Micro Mages crammed a full NES game into 40KB
@alecco Dec 2019 Recommends
on HN thread Ask HN: Best Talks of 2019?
ZFS for newbies [link] main ideas behind ZFS and why it blows out the competition in many scenarios Making C Less Dangerous in the Linux Kernel [link] NUMA optimizations in the FreeBSD stack (Netflix) [link] How we fit a NES game in 40KiB [this video]
Listed among best talks of 2019
@Timpy Oct 2020 Recommends
on HN thread Top games from the JS13K 2020 competition
I'm absolutely blown away by some of the games they managed to make in under 13kb. This video "How we fit an NES game into 40 Kilobytes" is an interesting illustration of just how small these games are. [this video]
Illustrates how small old games really are
@MrFoof Nov 2023 Recommends
on HN thread Yoyozo (or, how I made a Playdate game in 39KB)
A similarly interesting story is regarding the NES homebrew game, Micro Mages. The goal with Micro Mages was to get a full-featured game into the same footprint of the original, "Black Box" NES releases for the North American launch, where a fair number of games fit in 40KB of ROM or less. Video, but it's a good summary: [this video] Morphcat has done other great NES games as well, such as Space Gulls and Bobl.
Summary of fitting Micro Mages into a 40KB ROM

Citations, criticism and jokes

@nineteen999 Aug 2020 Cites it
on HN thread Architecture of the Nintendo DS
I remember seeing this video on that about the clever compression tricks used to cram the sprites and map layouts into 40K. [this video]
Compression tricks for sprites and map layouts in 40K
@latexr Jun 2023 Cites it
on HN thread A new line drawing method for the cycle savvy
Read more
Let’s take pixel art on console gaming as an example. In the early days, games used pixel graphics due to technical constraints. Artists were limited in what they could achieve and had to get creative within the limitations to push the software and hardware to its limits in pursuit of a specific vision. Everyone had the same set of restrictions but thanks to creative technical decisions some rose above as exceptional. There is a particular kind of enjoyment in creating a lot with very little. If your digital art can be hundreds of GBs in size, your 3D rendition of the Sistine Chapel will be judged by its faithfulness; but if you’re only allowed a handful of KBs and everyone believes any kind of 3D graphics are impossible at that size, your dinky little rotating cube becomes an impressive technological feat. Context matters. A tractor pulling a plane is not impressive; a man pulling a plane is. Most people could do the former but not the latter. Furthermore, not all limitations are equally interesting. Nostalgia and popularity also play a role. Today, pixel graphics are an aesthetic choice. Developers and artist can go beyond what was possible when they were a necessity and create something entirely new. Yet some still derive enjoyment and pride from following the limitations of yore to the letter: there are games created in the 2000s which work on the NES. [link] [this video]
Example of creativity under hardware limits

Video list and Hacker News comment labels from HackerTube (prompted by @karpathy), released under ODC-By 1.0, built on the open-index/hacker-news archive. Hacker News data is provided by Y Combinator; comments remain the work of their authors. Video titles, channel names and thumbnails belong to their creators and are shown via YouTube. HackerTube Watch is an unofficial edition. Data export of 2026-10-31.

Keyboard shortcuts

/
Search
j k
Next / previous video
r
Surprise me
l
Like (video page)
w
Watch later (video page)
?
This help
Esc
Close