Games · chips · invention · 1978 to now

The machine said no

A chip cannot hold a whole world. The game still has to give you one. Pac-Man got four chasing rules instead of minds. Pitfall grew 255 jungle screens from one byte. The chips got bigger. We kept the tricks.

Updated 13 August 2026. The drawings on this page are ours.

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128 B RAM · ATARI VCS

The television beam is already crossing the screen. Draw this line, then the next.

A workshop stamp on graph paper. The machine refuses a world that will not fit in memory.
128 BAtari VCS working memoryNot enough for one television frame.
8NES sprites on one lineThe PPU does not draw the rest, so games rotate who is seen.
255Pitfall screens from a byteThe jungle appears as you walk.
8 × 256Elite systems from a seedA galaxy that fits in a handful of bytes.

Ninety seconds

The chip could not hold the world, so someone invented a trick. We still play that trick.

Pac-Man ghosts are four tiles. You treat them as four personalities. Fortnite’s storm does the same job on a thin network. A hundred connections cannot all be simulated at once, so the island shrinks until everyone fits in the last circle. [1]

01 · The refusal

They gave us a trick. We still play it.

Console ads count what each year unlocked. The useful story is what would not fit, and what someone built instead. That story is still running in the game you open tonight.

Documented technique

Four sums have to read as people

Blinky chases the tile you stand on. Pinky aims four tiles ahead. Inky doubles a line from Blinky through a point in front of you. Clyde turns for home once he is inside eight tiles. Those are four sums. You still meet a bully, someone waiting in ambush, a muddled partner and a coward. The board only stored targets. [2]

Industry practice

The trick leaves the studio

A studio copies a trick when it still has the same problem. The first game becomes a footnote. The method is what you use to build the next one. [16]

Editorial synthesis

New chips, other limits

Memory grew. Time, thumbs, batteries and a fair fight on a bad line ran out first. Short sessions and Tuesday seasons are the tricks of today. The chip said no. Design found another shortcut. [15]

02 · Five problems that keep coming back

The same problems, with new tricks.

Pick a problem the chip keeps asking. Each step is one game, one trick, and what studios still do with it.

Bigger than memory

The place will not fit in the machine.

The cartridge is small and the disk fills up, but the designer still has to give you somewhere to walk.

  1. 1982
    Pitfall!

    A cycling byte that starts at C4 generates 255 jungle screens as you walk.

    Studios still generate places from a formula.

  2. 1984
    Elite

    Six seed bytes produce eight galaxies of 256 systems; names and prices come from tables.

    A universe can be a seed.

  3. 1993
    Myst

    The world is photographed. The processor cannot walk it in real time, so you click from still to still.

    A photograph can do the work of a world.

  4. 2011
    Minecraft

    The world arrives in 16×16 chunks, and players write the kilometres the disk did not keep.

    Load the next piece and let players finish the map.

03 · Two benches

Try it.

These drawings are ours. They use Elite’s seed and the NES rule of eight. If JavaScript is off, the same lesson is in the still figures.

A world from a seed

Type four hex digits or generate new ones. A small generator paints a sky, builds a name from syllables and numbers a strip of rooms. A small seed looks empty; a large one looks written by hand.

Systems generated from this seed: 36

Name made from the same bytes: Lexeon

Rooms the same seed would number

This is a teaching sketch. Elite used six bytes and Pitfall used an eight-bit cycle that starts at C4. This is neither program. [4] [3]

Eight figures on one line

The pale block is you, and you keep a slot. Add figures. After eight, someone drops. Rotate who vanishes and you will see how a crowd is faked on a line that cannot carry more.

On this line: 8 · Off or flickering: 2 · First extra figure to lose a slot: 0

These are plain blocks. The NES copies eight sprites to the current line from a pool of 64. [6]

04 · How they did it

Eight tricks, said plainly.

Each block is one game. Check the numbers against the sources at the bottom.

1978

Space Invaders

Each alien is work the 8080 must copy into video memory.

Tomohiro Nishikado saw that every dead invader left the processor more time, so the rest advanced faster and the march tightened. He kept that leftover, and difficulty arrived as leftover work. [5]

How it felt

The last invaders look personal. They are cheaper to copy.

What stayed

Shooters still tighten as the board empties.

1980

Pac-Man

Four enemies and no spare mind.

Blinky aims at your tile, Pinky aims four tiles ahead, Inky doubles a line from Blinky through a point in front of you, and Clyde chases until he is inside eight tiles, then turns for his corner. On a timer they each run home. [2]

How it felt

A bully, someone waiting in ambush, a muddled partner and a coward. The board never stored those words.

What stayed

Give cheap enemies habits you can understand.

1984

Elite

A galaxy that will not sit in 32K of RAM.

David Braben and Ian Bell generated eight galaxies of 256 systems from six seed bytes. Names and prices come from tables. Acornsoft cut a much larger mathematical universe down to eight galaxies so the place still looks named by a person. [4]

How it felt

You jump to a planet that looks named by someone.

What stayed

Store a function and let the world appear when you travel.

1985

Super Mario Bros.

A player who will not read a booklet, and eight sprites on a line.

World 1-1 puts a stoop, a goomba and a pit exactly where your hands will meet them. The PPU copies eight sprites and leaves the rest, and games rotate who vanishes each frame. [13]

How it felt

The first screen taught you before you had a word for jump.

What stayed

Put the lesson in the room and reuse a few moving figures.

1987

La Abadía del Crimen

The Name of the Rose, without a licence, on a 48K Spectrum.

Paco Menéndez and Juan Delcán built an abbey with a day, monks on routes you can watch and rooms the CPU has to act out. The world is small in bytes and large in rules. [10]

How it felt

You are late for vespers and the building notices, as if the house had opinions.

What stayed

A house can judge you on a small machine.

1993

Doom

A room the PC cannot fill with true 3D at a decent speed.

Walls are columns of texture. BSP and visplanes decide what you see and stitch the floors. WADs let strangers rebuild the offices. [9]

How it felt

A corridor with depth, and a game other people could continue.

What stayed

Draw the cheap picture and let players rebuild the rooms.

1996

Pokémon

A thin cable between two living rooms.

Game Freak made trade the unfinished half of the adventure. You cannot finish the creatures alone. [15]

How it felt

A friend on the other carpet.

What stayed

Make the missing half of the game another person.

2012

Journey

Company is expensive, and names and voice make even more noise.

Jenova Chen let a second cloak arrive on your dune without a lobby or a chat window. [14]

How it felt

Someone is with you and you do not know who.

What stayed

A nameless companion can be enough.

05 · What left the studio

Tricks studios still use.

The first game becomes a footnote. The method stays.

Tiles and bitmaps

The NES draws a world from a short alphabet of squares. The Spectrum paints a bitmap and pays the price in clashing colours.

Sprite multiplexing

You reuse a handful of moving figures, which is why they flicker when they will not fit.

Bank switching

The cartridge lies about its size. That lie made Super Mario Bros. 3 possible.

Seeds

You store a function, and the map appears when you walk.

Streaming and fog

You load the next piece while the player looks away. Fog hides the disk.

A calendar

Seasons and shops keep a world larger than the team can finish.

06 · After the limit lifts

The expensive thing arrives. We keep the cheap one.

The machine can hold a city now. Designers still fetch it in pieces. They can draw a crowd and they still plant cardboard figures far off. A hundred people can connect, and most of them stay hidden. The cheap picture is easier to read than the expensive one. That is why it stays.

In Bucharest the ICE Felix HC had the same 48K ceiling as a Spectrum. You still had to invent a monastery, a galaxy or a joke in a handful of kilobytes. The small rooms now are the thumb, the battery and Tuesday evening. [11]

Tomorrow, open a game and name the trick.

07 · Questions

Short answers.

01Are old games better?

No. The old limits forced tricks that new machines still use. Plenty of early games are clumsy; keep the method.

02Did Super Mario Bros. invent the silent lesson?

It is the example everyone remembers. Iwata Asks supports the claim that 1-1 is arranged as teaching. Arcade cabinets were already teaching with short lives; Mario brought that lesson home.

03Was Doom the first 3D game?

No. Walls are columns of texture, not a full 3D room. Earlier experiments exist. This page looks at the picture people copied.

04Are the toys copies of the old programs?

No. They show how a seed numbers rooms, and how eight figures fight for one line. They copy nobody’s pixels.

08 · Sources

A list you can check.

Each note says what that source can support.

Numbers and tricks were read for what the source supports. Dates that catalogues dispute are written as ranges. The drawings are original.

01

Book · platform studies · 2009

Racing the Beam: The Atari Video Computer System

Montfort and Bogost describe the Atari VCS: 128 bytes of RAM, no framebuffer, a CPU that feeds the television beam line by line. They read Pitfall! as a platform invention.

Open source
02

Technical reconstruction · 2009, updated later

The Pac-Man Dossier

Jamey Pittman’s reconstruction of Namco Pac-Man: chase, scatter and frightened modes, and the four targeting rules that read as personality.

Open source
03

Technical essay · 2021

How Pitfall Builds its World

A public walkthrough of David Crane’s polynomial counter, now usually called an LFSR. Documents the 255-screen cycle and the starting room byte C4.

Open source
04

Documented history · 2013

Elite (or, The Universe on 32 K Per Day)

Jimmy Maher on Braben and Bell on the BBC Micro: eight galaxies, 256 systems each, a six-byte seed, and Acornsoft’s cut of a larger mathematical universe so the trick would not show.

Open source
05

Standard published account · compiled account

Space Invaders: hardware leftover as difficulty

The public account of Nishikado’s 1978 arcade: as invaders vanished, the Intel 8080 had less work to copy into video memory, so the rest marched faster. He kept the leftover. Standard published story.

Open source
06

Hardware documentation · hardware fact

Why NES sprites flicker

The NES PPU evaluates up to 64 sprites and copies only eight onto the current scanline. Later sprites on that line drop. Games rotate who vanishes each frame. The eye reads flicker.

Open source
07

Book · platform studies · 2015

I Am Error: The Nintendo Family Computer / Entertainment System Platform

Nathan Altice on the Famicom/NES: PPU limits, mapper chips, and how Super Mario Bros. and The Legend of Zelda turned those limits into a camera and a map you can remember.

Open source
08

Engine book · 2019

Game Engine Black Book: Wolfenstein 3D

Fabien Sanglard’s line-by-line reading of id’s 1992 raycaster: a 2D map extruded into a corridor you can walk. The drawing trick that opened a genre.

Open source
09

Engine book · 2018

Game Engine Black Book: Doom

Sanglard on Doom’s BSP, visplanes and WAD files. The step after raycasting, and the public habit of letting players rebuild the rooms.

Open source
10

Catalogue + later studies · 1987–88

La Abadía del Crimen, Opera Soft

Paco Menéndez and Juan Delcán’s isometric monastery for Spectrum-class machines, published by Opera Soft. A day, monks on routes you can watch, a 48K world the CPU has to enact. Public catalogues date it 1987 or 1988.

Open source
11

Museum / machine history · 1985–94

ICE Felix HC series, Bucharest

Romanian ZX Spectrum-class machines built by ICE Felix in Bucharest from 1985. Same 48K-class ceiling, tape loading and clone compatibility as the British and Spanish machines.

Open source
12

Designer journals · 1985–89 / published journals

Jordan Mechner’s Prince of Persia journals

Mechner filmed his brother David, traced the frames, and spent years fitting a walking body into an Apple II that could not play cinema. Primary source for rotoscoping as a storage and labour decision.

Open source
13

Designer interview · 2010

Iwata Asks: Super Mario Bros. 25th Anniversary

Nintendo’s interview with Miyamoto and the Super Mario Bros. team. World 1-1 teaches jumping, goombas and pits by arrangement. Testimony.

Open source
14

Design talk · 2013

Jenova Chen, Designing Journey (GDC)

Chen’s public account of anonymous companionship: no names, no voice chat, a second cloak that appears on the same dune.

Open source
15

Book · game studies · 2010

A Casual Revolution

Jesper Juul on downloadable, social and casual games as a change of audience and session. Limits return as thumb, time and living-room permission.

Open source
16

Method book · 2015 / 2019

Introduction to Game Analysis

Clara Fernández-Vara’s method for reading a game as a built thing, context and reception. Use it to ask what a trick is doing.

Open source